/* * Copyright (c) 2015-2020, 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 Main NFA build code. */ #ifndef LIMEX_COMPILE_H #define LIMEX_COMPILE_H #include "nfagraph/ng_holder.h" #include "nfagraph/ng_squash.h" // for NFAStateSet #include "ue2common.h" #include "util/bytecode_ptr.h" #include #include #include #include #include struct NFA; namespace ue2 { struct BoundedRepeatData; struct CompileContext; /** * \brief Construct a LimEx NFA from an NGHolder. * * \param g Input NFA graph. Must have state IDs assigned. * \param repeats Bounded repeat information, if any. * \param reportSquashMap Single-match mode squash map. * \param squashMap More general squash map. * \param tops Tops and their start vertices, * \param zombies The set of zombifying states. * \param do_accel Calculate acceleration schemes. * \param stateCompression Allow (and calculate masks for) state compression. * \param hint If not INVALID_NFA, this allows a particular LimEx NFA model to be requested. * \param cc Compile context. * \return a built NFA, or nullptr if no NFA could be constructed for this * graph. */ bytecode_ptr generate(NGHolder &g, const std::unordered_map &states, const std::vector &repeats, const std::unordered_map &reportSquashMap, const std::unordered_map &squashMap, const std::map> &tops, const std::set &zombies, bool do_accel, bool stateCompression, bool &fast, u32 hint, const CompileContext &cc); /** * \brief For a given graph, count the number of accelerable states it has. * * Note that this number may be greater than the number that are actually * implementable. */ u32 countAccelStates(NGHolder &h, const std::unordered_map &states, const std::vector &repeats, const std::unordered_map &reportSquashMap, const std::unordered_map &squashMap, const std::map> &tops, const std::set &zombies, const CompileContext &cc); } // namespace ue2 #endif