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70 lines
2.5 KiB
C++
70 lines
2.5 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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#ifndef ROSE_BUILD_CASTLE_H
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#define ROSE_BUILD_CASTLE_H
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#include "rose_graph.h"
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#include <set>
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namespace ue2 {
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class RoseBuildImpl;
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struct left_id;
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struct ue2_literal;
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/**
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* Runs over all rose infix/suffix engines and converts those that are pure
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* repeats with one report into CastleProto engines.
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*/
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void makeCastles(RoseBuildImpl &tbi);
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/**
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* Identifies all the CastleProto prototypes that are small enough that they
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* would be better implemented as NFAs, and converts them back to NGHolder
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* prototypes.
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*
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* Returns true if any changes were made.
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*/
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bool unmakeCastles(RoseBuildImpl &tbi);
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/**
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* Runs over all the Castle engine prototypes in the graph and ensures that
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* they have tops in a contiguous range, ready for construction.
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*/
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void remapCastleTops(RoseBuildImpl &tbi);
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bool triggerKillsRoseCastle(const RoseBuildImpl &tbi, const left_id &left,
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const std::set<ue2_literal> &all_lits,
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const RoseEdge &e);
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}
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#endif
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