/* * 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. */ #ifndef ENGINE_DESCRIPTION_H #define ENGINE_DESCRIPTION_H #include "ue2common.h" #include "util/target_info.h" namespace ue2 { class EngineDescription { u32 id; target_t code_target; // the target that we built this code for u32 numBuckets; u32 confirmPullBackDistance; u32 confirmTopLevelSplit; public: EngineDescription(u32 id_in, const target_t &code_target_in, u32 numBuckets_in, u32 confirmPullBackDistance_in, u32 confirmTopLevelSplit_in) : id(id_in), code_target(code_target_in), numBuckets(numBuckets_in), confirmPullBackDistance(confirmPullBackDistance_in), confirmTopLevelSplit(confirmTopLevelSplit_in) {} virtual ~EngineDescription(); u32 getID() const { return id; } u32 getNumBuckets() const { return numBuckets; } u32 getConfirmPullBackDistance() const { return confirmPullBackDistance; } u32 getConfirmTopLevelSplit() const { return confirmTopLevelSplit; } void setConfirmTopLevelSplit(u32 split) { confirmTopLevelSplit = split; } bool isValidOnTarget(const target_t &target_in) const; virtual u32 getDefaultFloodSuffixLength() const = 0; virtual bool typicallyHoldsOneCharLits() const { return true; } }; /** Returns a target given a CPU feature set value. */ target_t targetByArchFeatures(u64a cpu_features); } // namespace ue2 #endif