mirror of
https://github.com/VectorCamp/vectorscan.git
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226 lines
6.9 KiB
C++
226 lines
6.9 KiB
C++
/*
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* Copyright (c) 2015-2016, 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 Shufti acceleration: compile code.
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*/
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#include "shufticompile.h"
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#include "ue2common.h"
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#include "util/charreach.h"
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#include "util/container.h"
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#include "util/ue2_containers.h"
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#include <array>
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#include <cassert>
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#include <cstring>
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#include <map>
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using namespace std;
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namespace ue2 {
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/** \brief Single-byte variant.
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*
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* Returns -1 if unable to construct masks, otherwise returns number of bits
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* used in the mask.
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*
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* Note: always able to construct masks for 8 or fewer characters.
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*/
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int shuftiBuildMasks(const CharReach &c, u8 *lo, u8 *hi) {
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/* Things could be packed much more optimally, but this should be able to
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* handle any set of characters entirely in the lower half. */
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assert(c.count() < 256);
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assert(!c.none());
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map<u8, CharReach> by_hi; /* hi nibble -> set of matching lo nibbles */
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/* group matching characters by high nibble */
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for (size_t i = c.find_first(); i != CharReach::npos; i = c.find_next(i)) {
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u8 it_hi = i >> 4;
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u8 it_lo = i & 0xf;
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by_hi[it_hi].set(it_lo);
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}
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map<CharReach, CharReach> by_lo_set;
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/* group all hi nibbles with a common set of lo nibbles together */
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for (map<u8, CharReach>::const_iterator it = by_hi.begin();
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it != by_hi.end(); ++it) {
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by_lo_set[it->second].set(it->first);
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}
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if (by_lo_set.size() > 8) {
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/* too many char classes on the dance floor */
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assert(c.size() > 8);
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return -1;
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}
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u8 bit_index = 0;
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array<u8, 16> lo_a; lo_a.fill(0);
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array<u8, 16> hi_a; hi_a.fill(0);
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for (map<CharReach, CharReach>::const_iterator it = by_lo_set.begin();
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it != by_lo_set.end(); ++it) {
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const CharReach &lo_nibbles = it->first;
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const CharReach &hi_nibbles = it->second;
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/* set bits in low mask */
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for (size_t j = lo_nibbles.find_first(); j != CharReach::npos;
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j = lo_nibbles.find_next(j)) {
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lo_a[j] |= (1 << bit_index);
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}
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/* set bits in high mask */
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for (size_t j = hi_nibbles.find_first(); j != CharReach::npos;
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j = hi_nibbles.find_next(j)) {
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hi_a[j] |= (1 << bit_index);
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}
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bit_index++;
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}
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memcpy(lo, lo_a.data(), sizeof(m128));
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memcpy(hi, hi_a.data(), sizeof(m128));
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return bit_index;
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}
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static
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array<u16, 4> or_array(array<u16, 4> a, const array<u16, 4> &b) {
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a[0] |= b[0];
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a[1] |= b[1];
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a[2] |= b[2];
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a[3] |= b[3];
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return a;
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}
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#define MAX_BUCKETS 8
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static
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void set_buckets_from_mask(u16 nibble_mask, u32 bucket,
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array<u8, 16> &byte_mask) {
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assert(bucket < MAX_BUCKETS);
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u32 mask = nibble_mask;
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while (mask) {
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u32 n = findAndClearLSB_32(&mask);
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byte_mask[n] &= ~(1 << bucket);
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}
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}
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bool shuftiBuildDoubleMasks(const CharReach &onechar,
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const flat_set<pair<u8, u8>> &twochar,
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u8 *lo1, u8 *hi1, u8 *lo2, u8 *hi2) {
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DEBUG_PRINTF("unibytes %zu dibytes %zu\n", onechar.size(),
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twochar.size());
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array<u8, 16> lo1_a;
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array<u8, 16> lo2_a;
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array<u8, 16> hi1_a;
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array<u8, 16> hi2_a;
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lo1_a.fill(0xff);
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lo2_a.fill(0xff);
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hi1_a.fill(0xff);
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hi2_a.fill(0xff);
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// two-byte literals
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vector<array<u16, 4>> nibble_masks;
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for (const auto &p : twochar) {
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DEBUG_PRINTF("%02hhx %02hhx\n", p.first, p.second);
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u16 a_lo = 1U << (p.first & 0xf);
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u16 a_hi = 1U << (p.first >> 4);
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u16 b_lo = 1U << (p.second & 0xf);
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u16 b_hi = 1U << (p.second >> 4);
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nibble_masks.push_back({{a_lo, a_hi, b_lo, b_hi}});
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}
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// one-byte literals (second byte is a wildcard)
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for (size_t it = onechar.find_first(); it != CharReach::npos;
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it = onechar.find_next(it)) {
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DEBUG_PRINTF("%02hhx\n", (u8)it);
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u16 a_lo = 1U << (it & 0xf);
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u16 a_hi = 1U << (it >> 4);
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u16 wildcard = 0xffff;
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nibble_masks.push_back({{a_lo, a_hi, wildcard, wildcard}});
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}
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// try to merge strings into shared buckets
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for (u32 i = 0; i < 4; i++) {
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map<array<u16, 4>, array<u16, 4>> new_masks;
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for (const auto &a : nibble_masks) {
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auto key = a;
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key[i] = 0;
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if (!contains(new_masks, key)) {
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new_masks[key] = a;
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} else {
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new_masks[key] = or_array(new_masks[key], a);
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}
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}
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nibble_masks.clear();
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for (const auto &e : new_masks) {
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nibble_masks.push_back(e.second);
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}
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}
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if (nibble_masks.size() > MAX_BUCKETS) {
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DEBUG_PRINTF("too many buckets needed (%zu)\n", nibble_masks.size());
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return false;
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}
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u32 i = 0;
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for (const auto &a : nibble_masks) {
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set_buckets_from_mask(a[0], i, lo1_a);
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set_buckets_from_mask(a[1], i, hi1_a);
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set_buckets_from_mask(a[2], i, lo2_a);
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set_buckets_from_mask(a[3], i, hi2_a);
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i++;
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}
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memcpy(lo1, lo1_a.data(), sizeof(m128));
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memcpy(lo2, lo2_a.data(), sizeof(m128));
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memcpy(hi1, hi1_a.data(), sizeof(m128));
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memcpy(hi2, hi2_a.data(), sizeof(m128));
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return true;
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}
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#ifdef DUMP_SUPPORT
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CharReach shufti2cr(const u8 *lo, const u8 *hi) {
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CharReach cr;
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for (u32 i = 0; i < 256; i++) {
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if (lo[(u8)i & 0xf] & hi[(u8)i >> 4]) {
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cr.set(i);
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}
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}
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return cr;
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}
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#endif // DUMP_SUPPORT
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} // namespace ue2
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