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/* 
 * Copyright (c) 2015, Intel Corporation 
 * 
 * Redistribution and use in source and binary forms, with or without 
 * modification, are permitted provided that the following conditions are met: 
 * 
 *  * Redistributions of source code must retain the above copyright notice, 
 *    this list of conditions and the following disclaimer. 
 *  * Redistributions in binary form must reproduce the above copyright 
 *    notice, this list of conditions and the following disclaimer in the 
 *    documentation and/or other materials provided with the distribution. 
 *  * Neither the name of Intel Corporation nor the names of its contributors 
 *    may be used to endorse or promote products derived from this software 
 *    without specific prior written permission. 
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 
 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 
 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 
 * POSSIBILITY OF SUCH DAMAGE. 
 */ 
 
/** \file 
 * \brief Bounded repeat compile-time code. 
 */ 
 
#ifndef REPEATCOMPILE_H 
#define REPEATCOMPILE_H 
 
#include "repeat_internal.h" 
 
#include <cstdint> 
#include <utility> 
#include <vector> 
 
namespace ue2 { 
 
class CharReach; 
class depth; 
 
/** 
 * \brief Structure representing the various state requirements for a given 
 * bounded repeat. 
 */ 
struct RepeatStateInfo { 
    RepeatStateInfo(enum RepeatType type, const depth &repeatMin, 
                    const depth &repeatMax, u32 minPeriod); 
 
    u32 stateSize; 
    u32 packedCtrlSize; 
    u32 horizon; 
    u32 patchCount; 
    u32 patchSize; 
    u32 encodingSize; 
    u32 patchesOffset; 
    std::vector<u32> packedFieldSizes; 
    std::vector<uint64_t> table; // not u64a, for boost/gcc-4.9 
}; 
 
/** 
 * \brief Given the parameters of a repeat, choose a repeat implementation 
 * type. 
 */ 
enum RepeatType chooseRepeatType(const depth &repeatMin, const depth &repeatMax, 
                                 u32 minPeriod, bool is_reset,
                                 bool has_external_guard = false);
 
u32 calcPackedBytes(u64a val); 
 
bool matches(std::vector<CharReach>::const_iterator a_it, 
             std::vector<CharReach>::const_iterator a_ite, 
             std::vector<CharReach>::const_iterator b_it, 
             std::vector<CharReach>::const_iterator b_ite); 
 
std::vector<size_t> 
minResetDistToEnd(const std::vector<std::vector<CharReach>> &triggers, 
                  const CharReach &cr); 
 
u32 minPeriod(const std::vector<std::vector<CharReach>> &triggers, 
              const CharReach &cr, bool *can_reset); 
 
} // namespace ue2 
 
#endif // REPEATCOMPILE_H