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87 lines
3.1 KiB
C++
87 lines
3.1 KiB
C++
/*
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* Copyright (c) 2015, Intel Corporation
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* * Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of Intel Corporation nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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/** \file
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* \brief State numbering and late graph restructuring code.
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*/
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#ifndef NG_RESTRUCTURING_H
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#define NG_RESTRUCTURING_H
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#include "ng_holder.h"
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#include "ue2common.h"
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#include "util/ue2_containers.h"
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#include <map>
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#include <vector>
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namespace ue2 {
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class NGHolder;
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/** Construct a reversed copy of an arbitrary NGHolder, mapping starts to
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* accepts. */
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void reverseHolder(const NGHolder &g, NGHolder &out);
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/** Connect the start vertex to each of the vertices in \p tops. This is useful
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* temporarily for when we need to run a graph algorithm that expects a single
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* source vertex. */
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void wireStartToTops(NGHolder &g, const std::map<u32, NFAVertex> &tops,
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std::vector<NFAEdge> &topEdges);
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/**
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* \brief Special state index value meaning that the vertex will not
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* participate in an (NFA/DFA/etc) implementation.
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*/
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static constexpr u32 NO_STATE = ~0;
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/**
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* \brief Gives each participating vertex in the graph a unique state index.
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*/
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ue2::unordered_map<NFAVertex, u32>
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numberStates(NGHolder &h,
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const std::map<u32, NFAVertex> &tops = std::map<u32, NFAVertex>{});
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/**
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* \brief Counts the number of states (vertices with state indices) in the
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* graph.
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*
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* If addTops is true, also accounts for states that will be constructed for
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* each unique top.
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*/
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u32 countStates(const NGHolder &g,
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const ue2::unordered_map<NFAVertex, u32> &state_ids,
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bool addTops = true);
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/** Optimisation: drop unnecessary start states. */
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void dropUnusedStarts(NGHolder &g, ue2::unordered_map<NFAVertex, u32> &states);
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} // namespace ue2
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#endif
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