vectorscan/src/rose/rose_build_scatter.cpp
2015-10-20 09:13:35 +11:00

130 lines
4.7 KiB
C++

/*
* 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.
*/
#include "rose_build_scatter.h"
#include "ue2common.h"
#include "util/container.h"
#include "util/multibit_build.h"
#include <cstring> // memset
#include <set>
using namespace std;
namespace ue2 {
template<typename T>
static
void rebase(vector<T> *p, u32 adj) {
for (typename vector<T>::iterator it = p->begin(); it != p->end(); ++it) {
DEBUG_PRINTF("=%u+%u\n", it->offset, adj);
it->offset += adj;
}
}
static
void rebase(scatter_plan_raw *raw, u32 adj) {
rebase(&raw->p_u64a, adj);
rebase(&raw->p_u32, adj);
rebase(&raw->p_u16, adj);
rebase(&raw->p_u8, adj);
}
static
void merge_in(scatter_plan_raw *out, const scatter_plan_raw &in) {
insert(&out->p_u64a, out->p_u64a.end(), in.p_u64a);
insert(&out->p_u32, out->p_u32.end(), in.p_u32);
insert(&out->p_u16, out->p_u16.end(), in.p_u16);
insert(&out->p_u8, out->p_u8.end(), in.p_u8);
}
void buildStateScatterPlan(u32 role_state_offset, u32 role_state_count,
u32 left_array_count, u32 left_prefix_count,
const RoseStateOffsets &stateOffsets,
bool streaming, u32 leaf_array_count,
u32 outfix_begin, u32 outfix_end,
scatter_plan_raw *out) {
/* init role array */
scatter_plan_raw spr_role;
mmbBuildClearPlan(role_state_count, &spr_role);
rebase(&spr_role, role_state_offset);
merge_in(out, spr_role);
/* init rose array: turn on prefixes */
u32 rose_array_offset = stateOffsets.activeLeftArray;
scatter_plan_raw spr_rose;
mmbBuildInitRangePlan(left_array_count, 0, left_prefix_count, &spr_rose);
rebase(&spr_rose, rose_array_offset);
merge_in(out, spr_rose);
/* suffix/outfix array */
scatter_plan_raw spr_leaf;
if (streaming) {
mmbBuildInitRangePlan(leaf_array_count, outfix_begin, outfix_end,
&spr_leaf);
} else {
mmbBuildClearPlan(leaf_array_count, &spr_leaf);
}
rebase(&spr_leaf, stateOffsets.activeLeafArray);
merge_in(out, spr_leaf);
}
u32 aux_size(const scatter_plan_raw &raw) {
u32 rv = 0;
rv += byte_length(raw.p_u64a);
rv += byte_length(raw.p_u32);
rv += byte_length(raw.p_u16);
rv += byte_length(raw.p_u8);
return rv;
}
void write_out(scatter_full_plan *plan_out, void *aux_out,
const scatter_plan_raw &raw, u32 aux_base_offset) {
memset(plan_out, 0, sizeof(*plan_out));
#define DO_CASE(t) \
if (!raw.p_##t.empty()) { \
plan_out->s_##t##_offset = aux_base_offset; \
plan_out->s_##t##_count = raw.p_##t.size(); \
assert(ISALIGNED_N((char *)aux_out + aux_base_offset, \
alignof(scatter_unit_##t))); \
memcpy((char *)aux_out + aux_base_offset, raw.p_##t.data(), \
byte_length(raw.p_##t)); \
aux_base_offset += byte_length(raw.p_##t); \
}
DO_CASE(u64a);
DO_CASE(u32);
DO_CASE(u16);
DO_CASE(u8);
}
} // namespace ue2