| 1 | /* |
| 2 | * Copyright (c) 2015-2017, Intel Corporation |
| 3 | * |
| 4 | * Redistribution and use in source and binary forms, with or without |
| 5 | * modification, are permitted provided that the following conditions are met: |
| 6 | * |
| 7 | * * Redistributions of source code must retain the above copyright notice, |
| 8 | * this list of conditions and the following disclaimer. |
| 9 | * * Redistributions in binary form must reproduce the above copyright |
| 10 | * notice, this list of conditions and the following disclaimer in the |
| 11 | * documentation and/or other materials provided with the distribution. |
| 12 | * * Neither the name of Intel Corporation nor the names of its contributors |
| 13 | * may be used to endorse or promote products derived from this software |
| 14 | * without specific prior written permission. |
| 15 | * |
| 16 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
| 17 | * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| 18 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE |
| 19 | * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE |
| 20 | * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR |
| 21 | * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF |
| 22 | * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS |
| 23 | * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN |
| 24 | * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) |
| 25 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE |
| 26 | * POSSIBILITY OF SUCH DAMAGE. |
| 27 | */ |
| 28 | |
| 29 | #include "fdr_internal.h" |
| 30 | #include "fdr_compile_internal.h" |
| 31 | #include "fdr_confirm.h" |
| 32 | #include "ue2common.h" |
| 33 | #include "hs_internal.h" |
| 34 | #include "fdr_engine_description.h" |
| 35 | #include "teddy_internal.h" |
| 36 | #include "teddy_engine_description.h" |
| 37 | #include "util/make_unique.h" |
| 38 | |
| 39 | #include <cmath> |
| 40 | |
| 41 | using namespace std; |
| 42 | |
| 43 | namespace ue2 { |
| 44 | |
| 45 | TeddyEngineDescription::TeddyEngineDescription(const TeddyEngineDef &def) |
| 46 | : EngineDescription(def.id, targetByArchFeatures(def.cpu_features), |
| 47 | def.numBuckets), |
| 48 | numMasks(def.numMasks), packed(def.packed) {} |
| 49 | |
| 50 | u32 TeddyEngineDescription::getDefaultFloodSuffixLength() const { |
| 51 | return numMasks; |
| 52 | } |
| 53 | |
| 54 | void getTeddyDescriptions(vector<TeddyEngineDescription> *out) { |
| 55 | static const TeddyEngineDef defns[] = { |
| 56 | { 3, 0 | HS_CPU_FEATURES_AVX2, 1, 16, false }, |
| 57 | { 4, 0 | HS_CPU_FEATURES_AVX2, 1, 16, true }, |
| 58 | { 5, 0 | HS_CPU_FEATURES_AVX2, 2, 16, false }, |
| 59 | { 6, 0 | HS_CPU_FEATURES_AVX2, 2, 16, true }, |
| 60 | { 7, 0 | HS_CPU_FEATURES_AVX2, 3, 16, false }, |
| 61 | { 8, 0 | HS_CPU_FEATURES_AVX2, 3, 16, true }, |
| 62 | { 9, 0 | HS_CPU_FEATURES_AVX2, 4, 16, false }, |
| 63 | { 10, 0 | HS_CPU_FEATURES_AVX2, 4, 16, true }, |
| 64 | { 11, 0, 1, 8, false }, |
| 65 | { 12, 0, 1, 8, true }, |
| 66 | { 13, 0, 2, 8, false }, |
| 67 | { 14, 0, 2, 8, true }, |
| 68 | { 15, 0, 3, 8, false }, |
| 69 | { 16, 0, 3, 8, true }, |
| 70 | { 17, 0, 4, 8, false }, |
| 71 | { 18, 0, 4, 8, true }, |
| 72 | }; |
| 73 | out->clear(); |
| 74 | for (const auto &def : defns) { |
| 75 | out->emplace_back(def); |
| 76 | } |
| 77 | } |
| 78 | |
| 79 | static |
| 80 | size_t maxFloodTailLen(const vector<hwlmLiteral> &vl) { |
| 81 | size_t max_flood_tail = 0; |
| 82 | for (const auto &lit : vl) { |
| 83 | const string &s = lit.s; |
| 84 | assert(!s.empty()); |
| 85 | size_t j; |
| 86 | for (j = 1; j < s.length(); j++) { |
| 87 | if (s[s.length() - j - 1] != s[s.length() - 1]) { |
| 88 | break; |
| 89 | } |
| 90 | } |
| 91 | max_flood_tail = max(max_flood_tail, j); |
| 92 | } |
| 93 | return max_flood_tail; |
| 94 | } |
| 95 | |
| 96 | /** |
| 97 | * \brief True if this Teddy engine is qualified to handle this set of literals |
| 98 | * on this target. |
| 99 | */ |
| 100 | static |
| 101 | bool isAllowed(const vector<hwlmLiteral> &vl, const TeddyEngineDescription &eng, |
| 102 | const size_t max_lit_len, const target_t &target) { |
| 103 | if (!eng.isValidOnTarget(target)) { |
| 104 | DEBUG_PRINTF("%u disallowed: not valid on target\n" , eng.getID()); |
| 105 | return false; |
| 106 | } |
| 107 | if (eng.getNumBuckets() < vl.size() && !eng.packed) { |
| 108 | DEBUG_PRINTF("%u disallowed: num buckets < num lits and not packed\n" , |
| 109 | eng.getID()); |
| 110 | return false; |
| 111 | } |
| 112 | if (eng.getNumBuckets() * TEDDY_BUCKET_LOAD < vl.size()) { |
| 113 | DEBUG_PRINTF("%u disallowed: too many lits for num buckets\n" , |
| 114 | eng.getID()); |
| 115 | return false; |
| 116 | } |
| 117 | if (eng.numMasks > max_lit_len) { |
| 118 | DEBUG_PRINTF("%u disallowed: more masks than max lit len (%zu)\n" , |
| 119 | eng.getID(), max_lit_len); |
| 120 | return false; |
| 121 | } |
| 122 | |
| 123 | if (vl.size() > 40) { |
| 124 | u32 n_small_lits = 0; |
| 125 | for (const auto &lit : vl) { |
| 126 | if (lit.s.length() < eng.numMasks) { |
| 127 | n_small_lits++; |
| 128 | } |
| 129 | } |
| 130 | if (n_small_lits * 5 > vl.size()) { |
| 131 | DEBUG_PRINTF("too many short literals (%u)\n" , n_small_lits); |
| 132 | return false; |
| 133 | } |
| 134 | } |
| 135 | |
| 136 | return true; |
| 137 | } |
| 138 | |
| 139 | unique_ptr<TeddyEngineDescription> |
| 140 | chooseTeddyEngine(const target_t &target, const vector<hwlmLiteral> &vl) { |
| 141 | vector<TeddyEngineDescription> descs; |
| 142 | getTeddyDescriptions(&descs); |
| 143 | const TeddyEngineDescription *best = nullptr; |
| 144 | |
| 145 | const size_t max_lit_len = maxLen(vl); |
| 146 | const size_t max_flood_tail = maxFloodTailLen(vl); |
| 147 | DEBUG_PRINTF("%zu lits, max_lit_len=%zu, max_flood_tail=%zu\n" , vl.size(), |
| 148 | max_lit_len, max_flood_tail); |
| 149 | |
| 150 | u32 best_score = 0; |
| 151 | for (size_t engineID = 0; engineID < descs.size(); engineID++) { |
| 152 | const TeddyEngineDescription &eng = descs[engineID]; |
| 153 | if (!isAllowed(vl, eng, max_lit_len, target)) { |
| 154 | continue; |
| 155 | } |
| 156 | |
| 157 | u32 score = 0; |
| 158 | |
| 159 | // We prefer unpacked Teddy models. |
| 160 | if (!eng.packed) { |
| 161 | score += 100; |
| 162 | } |
| 163 | |
| 164 | // If we're heavily loaded, we prefer to have more masks. |
| 165 | if (vl.size() > 4 * eng.getNumBuckets()) { |
| 166 | score += eng.numMasks * 4; |
| 167 | } else { |
| 168 | // Lightly loaded cases are great. |
| 169 | score += 100; |
| 170 | } |
| 171 | |
| 172 | // We want enough masks to avoid becoming flood-prone. |
| 173 | if (eng.numMasks > max_flood_tail) { |
| 174 | score += 50; |
| 175 | } |
| 176 | |
| 177 | // We prefer having 3 masks. 3 is just right. |
| 178 | score += 6 / (abs(3 - (int)eng.numMasks) + 1); |
| 179 | |
| 180 | // We prefer cheaper, smaller Teddy models. |
| 181 | score += 16 / eng.getNumBuckets(); |
| 182 | |
| 183 | DEBUG_PRINTF("teddy %u: masks=%u, buckets=%u, packed=%u " |
| 184 | "-> score=%u\n" , |
| 185 | eng.getID(), eng.numMasks, eng.getNumBuckets(), |
| 186 | eng.packed ? 1U : 0U, score); |
| 187 | |
| 188 | if (!best || score > best_score) { |
| 189 | best = ŋ |
| 190 | best_score = score; |
| 191 | } |
| 192 | } |
| 193 | |
| 194 | if (!best) { |
| 195 | DEBUG_PRINTF("failed to find engine\n" ); |
| 196 | return nullptr; |
| 197 | } |
| 198 | |
| 199 | DEBUG_PRINTF("using engine %u\n" , best->getID()); |
| 200 | return ue2::make_unique<TeddyEngineDescription>(*best); |
| 201 | } |
| 202 | |
| 203 | unique_ptr<TeddyEngineDescription> getTeddyDescription(u32 engineID) { |
| 204 | vector<TeddyEngineDescription> descs; |
| 205 | getTeddyDescriptions(&descs); |
| 206 | |
| 207 | for (const auto &desc : descs) { |
| 208 | if (desc.getID() == engineID) { |
| 209 | return ue2::make_unique<TeddyEngineDescription>(desc); |
| 210 | } |
| 211 | } |
| 212 | |
| 213 | return nullptr; |
| 214 | } |
| 215 | |
| 216 | } // namespace ue2 |
| 217 | |