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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 Data types used to represent depth quantities. 
 */ 
#include "depth.h" 
#include "ue2common.h" 
 
#include <algorithm> // std::min, std::max 
 
namespace ue2 { 
 
DepthMinMax unionDepthMinMax(const DepthMinMax &a, const DepthMinMax &b) { 
    DepthMinMax rv; 
 
    if (a.min.is_unreachable()) { 
        rv.min = b.min; 
    } else if (b.min.is_unreachable()) { 
        rv.min = a.min; 
    } else { 
        rv.min = std::min(a.min, b.min); 
    } 
 
    if (a.max.is_infinite() || b.max.is_infinite()) { 
        rv.max = depth::infinity(); 
    } else if (a.max.is_unreachable()) { 
        rv.max = b.max; 
    } else if (b.max.is_unreachable()) { 
        rv.max = a.max; 
    } else { 
        rv.max = std::max(a.max, b.max); 
    } 
 
    return rv; 
} 
 
} // namespace ue2 
 
#ifdef DUMP_SUPPORT 
 
#include <sstream> 
#include <string> 
 
namespace ue2 { 
 
std::string depth::str() const { 
    if (is_unreachable()) { 
        return "unr"; 
    } else if (is_infinite()) { 
        return "inf"; 
    } 
    std::ostringstream oss; 
    oss << val; 
    return oss.str(); 
} 
 
std::string DepthMinMax::str() const { 
    std::ostringstream oss; 
    oss << "[" << min.str() << "," << max.str() << "]"; 
    return oss.str(); 
} 
 
} // namespace ue2 
 
#endif // DUMP_SUPPORT