/* * 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 Region analysis and utility functions. */ #ifndef NG_REGION_H #define NG_REGION_H #include "ng_holder.h" #include "util/container.h" #include "util/graph_range.h" #include "util/ue2_containers.h" #include namespace ue2 { /** \brief Assign a region ID to every vertex in the graph. */ ue2::unordered_map assignRegions(const NGHolder &g); /** \brief True if vertices \p a and \p b are in the same region. */ template bool inSameRegion(const Graph &g, NFAVertex a, NFAVertex b, const ue2::unordered_map ®ion_map) { assert(contains(region_map, a) && contains(region_map, b)); return region_map.at(a) == region_map.at(b) && is_special(a, g) == is_special(b, g); } /** \brief True if vertex \p b is in a later region than vertex \p a. */ template bool inLaterRegion(const Graph &g, NFAVertex a, NFAVertex b, const ue2::unordered_map ®ion_map) { assert(contains(region_map, a) && contains(region_map, b)); u32 aa = g[a].index; u32 bb = g[b].index; if (bb == NODE_START || bb == NODE_START_DOTSTAR) { return false; } if (aa == NODE_START || aa == NODE_START_DOTSTAR) { return true; } if (bb == NODE_ACCEPT || bb == NODE_ACCEPT_EOD) { return true; } if (aa == NODE_ACCEPT || aa == NODE_ACCEPT_EOD) { return false; } return region_map.at(a) < region_map.at(b); } /** \brief True if vertex \p b is in an earlier region than vertex \p a. */ template bool inEarlierRegion(const Graph &g, NFAVertex a, NFAVertex b, const ue2::unordered_map ®ion_map) { assert(contains(region_map, a) && contains(region_map, b)); u32 aa = g[a].index; u32 bb = g[b].index; if (bb == NODE_START || bb == NODE_START_DOTSTAR) { return true; } if (aa == NODE_START || aa == NODE_START_DOTSTAR) { return false; } if (bb == NODE_ACCEPT || bb == NODE_ACCEPT_EOD) { return false; } if (aa == NODE_ACCEPT || aa == NODE_ACCEPT_EOD) { return true; } return region_map.at(b) < region_map.at(a); } /** \brief True if vertex \p v is an entry vertex for its region. */ template bool isRegionEntry(const Graph &g, NFAVertex v, const ue2::unordered_map ®ion_map) { // Note that some graph types do not have inv_adjacent_vertices, so we must // use in_edges here. for (const auto &e : in_edges_range(v, g)) { if (!inSameRegion(g, v, source(e, g), region_map)) { return true; } } return false; } /** \brief True if vertex \p v is an exit vertex for its region. */ template bool isRegionExit(const Graph &g, NFAVertex v, const ue2::unordered_map ®ion_map) { for (auto w : adjacent_vertices_range(v, g)) { if (!inSameRegion(g, v, w, region_map)) { return true; } } return false; } /** \brief True if vertex \p v is in a region all on its own. */ template bool isSingletonRegion(const Graph &g, NFAVertex v, const ue2::unordered_map ®ion_map) { for (const auto &e : in_edges_range(v, g)) { auto u = source(e, g); if (u != v && inSameRegion(g, v, u, region_map)) { return false; } for (auto w : ue2::adjacent_vertices_range(u, g)) { if (w != v && inSameRegion(g, v, w, region_map)) { return false; } } } for (auto w : adjacent_vertices_range(v, g)) { if (w != v && inSameRegion(g, v, w, region_map)) { return false; } for (const auto &e : in_edges_range(w, g)) { auto u = source(e, g); if (u != v && inSameRegion(g, v, u, region_map)) { return false; } } return true; } return true; } /** * \brief True if the region containing vertex \p v is optional. The vertex \p v * should be a region leader. */ template bool isOptionalRegion(const Graph &g, NFAVertex v, const ue2::unordered_map ®ion_map) { assert(isRegionEntry(g, v, region_map)); DEBUG_PRINTF("check if r%u is optional (inspecting v%zu)\n", region_map.at(v), g[v].index); // Region zero is never optional. assert(contains(region_map, v)); if (region_map.at(v) == 0) { return false; } // Optional if v has a predecessor in an earlier region that has a // successor in a later one. for (const auto &e : in_edges_range(v, g)) { auto u = source(e, g); if (inSameRegion(g, v, u, region_map)) { continue; } DEBUG_PRINTF(" searching from u=%zu\n", g[u].index); assert(inEarlierRegion(g, v, u, region_map)); for (auto w : adjacent_vertices_range(u, g)) { DEBUG_PRINTF(" searching to w=%zu\n", g[w].index); if (inLaterRegion(g, v, w, region_map)) { return true; } } return false; } return false; } } // namespace ue2 #endif