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Major cleanup of the Teddy runtime code. Removes python code generation, splits AVX2 models into their own file, improves readability.
72 lines
2.9 KiB
C++
72 lines
2.9 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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#ifndef ENGINE_DESCRIPTION_H
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#define ENGINE_DESCRIPTION_H
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#include "ue2common.h"
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#include "util/target_info.h"
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namespace ue2 {
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class EngineDescription {
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u32 id;
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target_t code_target; // the target that we built this code for
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u32 numBuckets;
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u32 confirmPullBackDistance;
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u32 confirmTopLevelSplit;
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public:
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EngineDescription(u32 id_in, const target_t &code_target_in,
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u32 numBuckets_in, u32 confirmPullBackDistance_in,
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u32 confirmTopLevelSplit_in)
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: id(id_in), code_target(code_target_in), numBuckets(numBuckets_in),
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confirmPullBackDistance(confirmPullBackDistance_in),
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confirmTopLevelSplit(confirmTopLevelSplit_in) {}
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virtual ~EngineDescription();
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u32 getID() const { return id; }
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u32 getNumBuckets() const { return numBuckets; }
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u32 getConfirmPullBackDistance() const { return confirmPullBackDistance; }
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u32 getConfirmTopLevelSplit() const { return confirmTopLevelSplit; }
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void setConfirmTopLevelSplit(u32 split) { confirmTopLevelSplit = split; }
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bool isValidOnTarget(const target_t &target_in) const;
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virtual u32 getDefaultFloodSuffixLength() const = 0;
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virtual bool typicallyHoldsOneCharLits() const { return true; }
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};
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/** Returns a target given a CPU feature set value. */
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target_t targetByArchFeatures(u64a cpu_features);
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} // namespace ue2
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#endif
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