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/* 
 * Copyright (c) 2015-2016, 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 Miscellaneous optimisations. 
 */ 
 
#ifndef NG_MISC_OPT_H 
#define NG_MISC_OPT_H 
 
#include <map> 
#include <vector> 
 
#include "ng_holder.h" 
#include "som/som.h" 
#include "util/depth.h" 
 
namespace ue2 { 
 
/** Small structure describing the bounds on a repeat. */ 
struct BoundedRepeatSummary { 
    BoundedRepeatSummary(void) : repeatMin(0), repeatMax(depth::infinity()) {} 
    BoundedRepeatSummary(const depth &min_in, const depth &max_in) 
        : repeatMin(min_in), repeatMax(max_in) { 
        assert(repeatMin <= repeatMax); 
        assert(repeatMax.is_reachable()); 
    } 
    bool unbounded(void) const { return repeatMax.is_infinite(); } 
 
    depth repeatMin; //!< minimum repeat bound. 
    depth repeatMax; //!< maximum repeat bound. 
}; 
 
/* returns true if anything changed */ 
bool improveGraph(NGHolder &g, som_type som); 
 
/** Sometimes the reach of a vertex is greater than it needs to be to reduce 
 * stop chars for the benefit of the rest of our code base (accel, etc). In
 * these circumstances, we can treat the reach as the smaller one as
 * the graphs are equivalent. */ 
CharReach reduced_cr(NFAVertex v, const NGHolder &g, 
        const std::map<NFAVertex, BoundedRepeatSummary> &br_cyclic); 
 
std::vector<CharReach> reduced_cr(const NGHolder &g, 
           const std::map<NFAVertex, BoundedRepeatSummary> &br_cyclic); 
 
/** Remove cyclic stars connected to start */ 
bool mergeCyclicDotStars(NGHolder &g); 
 
/**
 * Given a cyclic state 'c' with a broad reach and a later state 'v' that is
 * only reachable if c is still on, then any edges to a successor of a direct
 * successor of c with reach a superset of v are redundant.
 */
bool prunePathsRedundantWithSuccessorOfCyclics(NGHolder &h, som_type som);

} // namespace ue2 
 
#endif