vectorscan/src/nfagraph/ng_restructuring.cpp
Justin Viiret 839c90594c mcclellan: Remove the use of state numbering
McClellan and Haig only need to know which states are not participants
(i.e. unused start, startDs)
2016-04-20 13:34:55 +10:00

352 lines
11 KiB
C++

/*
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/** \file
* \brief State numbering and late graph restructuring code.
*/
#include "ng_restructuring.h"
#include "grey.h"
#include "ng_holder.h"
#include "ng_util.h"
#include "ue2common.h"
#include "util/graph_range.h"
#include <algorithm>
#include <cassert>
#include <boost/graph/transpose_graph.hpp>
using namespace std;
namespace ue2 {
/** Connect the start vertex to each of the vertices in \p tops. This is useful
* temporarily for when we need to run a graph algorithm that expects a single
* source vertex. */
void wireStartToTops(NGHolder &g, const map<u32, NFAVertex> &tops,
vector<NFAEdge> &topEdges) {
for (const auto &top : tops) {
NFAVertex v = top.second;
assert(!isLeafNode(v, g));
const NFAEdge &e = add_edge(g.start, v, g).first;
topEdges.push_back(e);
}
}
static
void getStateOrdering(NGHolder &g, const map<u32, NFAVertex> &tops,
vector<NFAVertex> &ordering) {
// First, wire up our "tops" to start so that we have a single source,
// which will give a nicer topo order.
vector<NFAEdge> topEdges;
wireStartToTops(g, tops, topEdges);
renumberGraphVertices(g);
vector<NFAVertex> temp = getTopoOrdering(g);
remove_edges(topEdges, g);
// Move {start, startDs} to the end, so they'll be first when we reverse
// the ordering.
temp.erase(remove(temp.begin(), temp.end(), g.startDs));
temp.erase(remove(temp.begin(), temp.end(), g.start));
temp.push_back(g.startDs);
temp.push_back(g.start);
// Walk ordering, remove vertices that shouldn't be participating in state
// numbering, such as accepts.
for (auto v : temp) {
if (is_any_accept(v, g)) {
continue; // accepts don't need states
}
ordering.push_back(v);
}
// Output of topo order was in reverse.
reverse(ordering.begin(), ordering.end());
}
// Returns the number of states.
static
ue2::unordered_map<NFAVertex, u32>
getStateIndices(const NGHolder &h, const vector<NFAVertex> &ordering) {
ue2::unordered_map<NFAVertex, u32> states;
for (const auto &v : vertices_range(h)) {
states[v] = NO_STATE;
}
u32 stateNum = 0;
for (auto v : ordering) {
DEBUG_PRINTF("assigning state num %u to vertex %u\n", stateNum,
h[v].index);
states[v] = stateNum++;
}
return states;
}
/** UE-1648: A state with a single successor that happens to be a predecessor
* can be given any ol' state ID by the topological ordering, so we sink it
* next to its pred. This enables better merging. */
static
void optimiseTightLoops(const NGHolder &g, vector<NFAVertex> &ordering) {
deque<pair<NFAVertex, NFAVertex>> candidates;
auto start = ordering.begin();
for (auto it = ordering.begin(), ite = ordering.end(); it != ite; ++it) {
NFAVertex v = *it;
if (is_special(v, g)) {
continue;
}
if (out_degree(v, g) == 1) {
NFAVertex t = *(adjacent_vertices(v, g).first);
if (v == t) {
continue;
}
if (edge(t, v, g).second && find(start, it, t) != ite) {
candidates.push_back(make_pair(v, t));
}
}
}
for (const auto &cand : candidates) {
NFAVertex v = cand.first, u = cand.second;
auto u_it = find(ordering.begin(), ordering.end(), u);
auto v_it = find(ordering.begin(), ordering.end(), v);
// Only move candidates backwards in the ordering, and only move them
// when necessary.
if (u_it >= v_it || distance(u_it, v_it) == 1) {
continue;
}
DEBUG_PRINTF("moving vertex %u next to %u\n",
g[v].index, g[u].index);
ordering.erase(v_it);
ordering.insert(++u_it, v);
}
}
ue2::unordered_map<NFAVertex, u32>
numberStates(NGHolder &h, const map<u32, NFAVertex> &tops) {
DEBUG_PRINTF("numbering states for holder %p\n", &h);
vector<NFAVertex> ordering;
getStateOrdering(h, tops, ordering);
optimiseTightLoops(h, ordering);
ue2::unordered_map<NFAVertex, u32> states = getStateIndices(h, ordering);
return states;
}
u32 countStates(const NGHolder &g,
const ue2::unordered_map<NFAVertex, u32> &state_ids,
bool addTops) {
if (state_ids.empty()) {
return 0;
}
u32 max_state = 0;
for (const auto &m : state_ids) {
if (m.second != NO_STATE) {
max_state = max(m.second, max_state);
}
}
u32 num_states = max_state + 1;
assert(contains(state_ids, g.start));
if (addTops && state_ids.at(g.start) != NO_STATE) {
num_states--;
set<u32> tops;
for (auto e : out_edges_range(g.start, g)) {
tops.insert(g[e].top);
}
num_states += tops.size();
}
return num_states;
}
/**
* Returns true if start leads to all of startDs's proper successors or if
* start has no successors other than startDs.
*/
static
bool startIsRedundant(const NGHolder &g) {
set<NFAVertex> start, startDs;
for (const auto &e : out_edges_range(g.start, g)) {
NFAVertex v = target(e, g);
if (v == g.startDs) {
continue;
}
start.insert(v);
}
for (const auto &e : out_edges_range(g.startDs, g)) {
NFAVertex v = target(e, g);
if (v == g.startDs) {
continue;
}
startDs.insert(v);
}
// Trivial case: start has no successors other than startDs.
if (start.empty()) {
DEBUG_PRINTF("start has no out-edges other than to startDs\n");
return true;
}
if (start != startDs) {
DEBUG_PRINTF("out-edges of start and startDs aren't equivalent\n");
return false;
}
return true;
}
/** One final, FINAL optimisation. Drop either start or startDs if it's unused
* in this graph. We leave this until this late because having both vertices in
* the graph, with fixed state indices, is useful for merging and other
* analyses. */
void dropUnusedStarts(NGHolder &g, ue2::unordered_map<NFAVertex, u32> &states) {
u32 adj = 0;
if (startIsRedundant(g)) {
DEBUG_PRINTF("dropping unused start\n");
states[g.start] = NO_STATE;
adj++;
}
if (proper_out_degree(g.startDs, g) == 0) {
DEBUG_PRINTF("dropping unused startDs\n");
states[g.startDs] = NO_STATE;
adj++;
}
if (!adj) {
DEBUG_PRINTF("both start and startDs must remain\n");
return;
}
// We have removed one or both of the starts. Walk the non-special vertices
// in the graph with state indices assigned to them and subtract
// adj from all of them.
for (auto v : vertices_range(g)) {
u32 &state = states[v]; // note ref
if (state == NO_STATE) {
continue;
}
if (is_any_start(v, g)) {
assert(state <= 1);
state = 0; // one start remains
} else {
assert(!is_special(v, g));
assert(state >= adj);
state -= adj;
}
}
}
flat_set<NFAVertex> findUnusedStates(const NGHolder &g) {
flat_set<NFAVertex> dead;
if (startIsRedundant(g)) {
dead.insert(g.start);
}
if (proper_out_degree(g.startDs, g) == 0) {
dead.insert(g.startDs);
}
return dead;
}
/** Construct a reversed copy of an arbitrary NGHolder, mapping starts to
* accepts. */
void reverseHolder(const NGHolder &g_in, NGHolder &g) {
// Make the BGL do the grunt work.
ue2::unordered_map<NFAVertex, NFAVertex> vertexMap;
boost::transpose_graph(g_in.g, g.g,
orig_to_copy(boost::make_assoc_property_map(vertexMap)).
vertex_index_map(get(&NFAGraphVertexProps::index, g_in.g)));
// The transpose_graph operation will have created extra copies of our
// specials. We have to rewire their neighbours to the 'real' specials and
// delete them.
NFAVertex start = vertexMap[g_in.acceptEod];
NFAVertex startDs = vertexMap[g_in.accept];
NFAVertex accept = vertexMap[g_in.startDs];
NFAVertex acceptEod = vertexMap[g_in.start];
// Successors of starts.
for (const auto &e : out_edges_range(start, g)) {
NFAVertex v = target(e, g);
add_edge(g.start, v, g[e], g);
}
for (const auto &e : out_edges_range(startDs, g)) {
NFAVertex v = target(e, g);
add_edge(g.startDs, v, g[e], g);
}
// Predecessors of accepts.
for (const auto &e : in_edges_range(accept, g)) {
NFAVertex u = source(e, g);
add_edge(u, g.accept, g[e], g);
}
for (const auto &e : in_edges_range(acceptEod, g)) {
NFAVertex u = source(e, g);
add_edge(u, g.acceptEod, g[e], g);
}
// Remove our impostors.
clear_vertex(start, g);
remove_vertex(start, g);
clear_vertex(startDs, g);
remove_vertex(startDs, g);
clear_vertex(accept, g);
remove_vertex(accept, g);
clear_vertex(acceptEod, g);
remove_vertex(acceptEod, g);
// Renumber so that g's properties (number of vertices, edges) are
// accurate.
g.renumberVertices();
g.renumberEdges();
assert(num_vertices(g) == num_vertices(g_in));
assert(num_edges(g) == num_edges(g_in));
}
} // namespace ue2