/* * 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 // 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 #include 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