| 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 | /** \file |
| 30 | * \brief State numbering and late graph restructuring code. |
| 31 | */ |
| 32 | #include "ng_restructuring.h" |
| 33 | |
| 34 | #include "grey.h" |
| 35 | #include "ng_holder.h" |
| 36 | #include "ng_util.h" |
| 37 | #include "ue2common.h" |
| 38 | #include "util/graph_range.h" |
| 39 | |
| 40 | #include <algorithm> |
| 41 | #include <cassert> |
| 42 | |
| 43 | #include <boost/graph/transpose_graph.hpp> |
| 44 | |
| 45 | using namespace std; |
| 46 | |
| 47 | namespace ue2 { |
| 48 | |
| 49 | /** Connect the start vertex to each of the vertices in \p tops. This is useful |
| 50 | * temporarily for when we need to run a graph algorithm that expects a single |
| 51 | * source vertex. */ |
| 52 | static |
| 53 | void wireStartToTops(NGHolder &g, const flat_set<NFAVertex> &tops, |
| 54 | vector<NFAEdge> &tempEdges) { |
| 55 | for (NFAVertex v : tops) { |
| 56 | assert(!isLeafNode(v, g)); |
| 57 | |
| 58 | const NFAEdge &e = add_edge(g.start, v, g); |
| 59 | tempEdges.push_back(e); |
| 60 | } |
| 61 | } |
| 62 | |
| 63 | /** |
| 64 | * Returns true if start's successors (aside from startDs) are subset of |
| 65 | * startDs's proper successors or if start has no successors other than startDs. |
| 66 | */ |
| 67 | static |
| 68 | bool startIsRedundant(const NGHolder &g) { |
| 69 | /* We ignore startDs as the self-loop may have been stripped as an |
| 70 | * optimisation for repeats (improveLeadingRepeats()). */ |
| 71 | set<NFAVertex> start; |
| 72 | insert(&start, adjacent_vertices_range(g.start, g)); |
| 73 | start.erase(g.startDs); |
| 74 | |
| 75 | // Trivial case: start has no successors other than startDs. |
| 76 | if (start.empty()) { |
| 77 | DEBUG_PRINTF("start has no out-edges other than to startDs\n" ); |
| 78 | return true; |
| 79 | } |
| 80 | |
| 81 | set<NFAVertex> startDs; |
| 82 | insert(&startDs, adjacent_vertices_range(g.startDs, g)); |
| 83 | startDs.erase(g.startDs); |
| 84 | |
| 85 | if (!is_subset_of(start, startDs)) { |
| 86 | DEBUG_PRINTF("out-edges of start and startDs aren't equivalent\n" ); |
| 87 | return false; |
| 88 | } |
| 89 | |
| 90 | return true; |
| 91 | } |
| 92 | |
| 93 | static |
| 94 | void getStateOrdering(NGHolder &g, const flat_set<NFAVertex> &tops, |
| 95 | vector<NFAVertex> &ordering) { |
| 96 | // First, wire up our "tops" to start so that we have a single source, |
| 97 | // which will give a nicer topo order. |
| 98 | vector<NFAEdge> tempEdges; |
| 99 | wireStartToTops(g, tops, tempEdges); |
| 100 | |
| 101 | renumber_vertices(g); |
| 102 | |
| 103 | vector<NFAVertex> temp = getTopoOrdering(g); |
| 104 | |
| 105 | remove_edges(tempEdges, g); |
| 106 | |
| 107 | // Move {start, startDs} to the end, so they'll be first when we reverse |
| 108 | // the ordering (if they are required). |
| 109 | temp.erase(remove(temp.begin(), temp.end(), g.startDs)); |
| 110 | temp.erase(remove(temp.begin(), temp.end(), g.start)); |
| 111 | if (proper_out_degree(g.startDs, g)) { |
| 112 | temp.push_back(g.startDs); |
| 113 | } |
| 114 | if (!startIsRedundant(g)) { |
| 115 | temp.push_back(g.start); |
| 116 | } |
| 117 | |
| 118 | // Walk ordering, remove vertices that shouldn't be participating in state |
| 119 | // numbering, such as accepts. |
| 120 | for (auto v : temp) { |
| 121 | if (is_any_accept(v, g)) { |
| 122 | continue; // accepts don't need states |
| 123 | } |
| 124 | |
| 125 | ordering.push_back(v); |
| 126 | } |
| 127 | |
| 128 | // Output of topo order was in reverse. |
| 129 | reverse(ordering.begin(), ordering.end()); |
| 130 | } |
| 131 | |
| 132 | // Returns the number of states. |
| 133 | static |
| 134 | unordered_map<NFAVertex, u32> |
| 135 | getStateIndices(const NGHolder &h, const vector<NFAVertex> &ordering) { |
| 136 | unordered_map<NFAVertex, u32> states; |
| 137 | for (const auto &v : vertices_range(h)) { |
| 138 | states[v] = NO_STATE; |
| 139 | } |
| 140 | |
| 141 | u32 stateNum = 0; |
| 142 | for (auto v : ordering) { |
| 143 | DEBUG_PRINTF("assigning state num %u to vertex %zu\n" , stateNum, |
| 144 | h[v].index); |
| 145 | states[v] = stateNum++; |
| 146 | } |
| 147 | return states; |
| 148 | } |
| 149 | |
| 150 | /** UE-1648: A state with a single successor that happens to be a predecessor |
| 151 | * can be given any ol' state ID by the topological ordering, so we sink it |
| 152 | * next to its pred. This enables better merging. */ |
| 153 | static |
| 154 | void optimiseTightLoops(const NGHolder &g, vector<NFAVertex> &ordering) { |
| 155 | deque<pair<NFAVertex, NFAVertex>> candidates; |
| 156 | |
| 157 | auto start = ordering.begin(); |
| 158 | for (auto it = ordering.begin(), ite = ordering.end(); it != ite; ++it) { |
| 159 | NFAVertex v = *it; |
| 160 | if (is_special(v, g)) { |
| 161 | continue; |
| 162 | } |
| 163 | |
| 164 | if (out_degree(v, g) == 1) { |
| 165 | NFAVertex t = *(adjacent_vertices(v, g).first); |
| 166 | if (v == t) { |
| 167 | continue; |
| 168 | } |
| 169 | if (edge(t, v, g).second && find(start, it, t) != ite) { |
| 170 | candidates.push_back(make_pair(v, t)); |
| 171 | } |
| 172 | } |
| 173 | } |
| 174 | |
| 175 | for (const auto &cand : candidates) { |
| 176 | NFAVertex v = cand.first, u = cand.second; |
| 177 | auto u_it = find(ordering.begin(), ordering.end(), u); |
| 178 | auto v_it = find(ordering.begin(), ordering.end(), v); |
| 179 | |
| 180 | // Only move candidates backwards in the ordering, and only move them |
| 181 | // when necessary. |
| 182 | if (u_it >= v_it || distance(u_it, v_it) == 1) { |
| 183 | continue; |
| 184 | } |
| 185 | |
| 186 | DEBUG_PRINTF("moving vertex %zu next to %zu\n" , g[v].index, g[u].index); |
| 187 | |
| 188 | ordering.erase(v_it); |
| 189 | ordering.insert(++u_it, v); |
| 190 | } |
| 191 | } |
| 192 | |
| 193 | unordered_map<NFAVertex, u32> |
| 194 | numberStates(NGHolder &h, const flat_set<NFAVertex> &tops) { |
| 195 | DEBUG_PRINTF("numbering states for holder %p\n" , &h); |
| 196 | |
| 197 | vector<NFAVertex> ordering; |
| 198 | getStateOrdering(h, tops, ordering); |
| 199 | |
| 200 | optimiseTightLoops(h, ordering); |
| 201 | |
| 202 | return getStateIndices(h, ordering); |
| 203 | } |
| 204 | |
| 205 | u32 countStates(const unordered_map<NFAVertex, u32> &state_ids) { |
| 206 | if (state_ids.empty()) { |
| 207 | return 0; |
| 208 | } |
| 209 | |
| 210 | u32 max_state = 0; |
| 211 | for (const auto &m : state_ids) { |
| 212 | if (m.second != NO_STATE) { |
| 213 | max_state = max(m.second, max_state); |
| 214 | } |
| 215 | } |
| 216 | u32 num_states = max_state + 1; |
| 217 | |
| 218 | return num_states; |
| 219 | } |
| 220 | |
| 221 | } // namespace ue2 |
| 222 | |