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