#include "fdr_internal.h"
#include "fdr_compile_internal.h"
#include "fdr_confirm.h"
#include "ue2common.h"
#include "hs_internal.h"
#include "fdr_engine_description.h"
#include "teddy_internal.h"
#include "teddy_engine_description.h"
#include "util/make_unique.h"
#include <cmath>
using namespace std;
namespace ue2 {
TeddyEngineDescription::TeddyEngineDescription(const TeddyEngineDef &def)
: EngineDescription(def.id, targetByArchFeatures(def.cpu_features),
def.numBuckets),
numMasks(def.numMasks), packed(def.packed) {}
u32 TeddyEngineDescription::getDefaultFloodSuffixLength() const {
return numMasks;
}
void getTeddyDescriptions(vector<TeddyEngineDescription> *out) {
static const TeddyEngineDef defns[] = {
{ 3, 0 | HS_CPU_FEATURES_AVX2, 1, 16, false },
{ 4, 0 | HS_CPU_FEATURES_AVX2, 1, 16, true },
{ 5, 0 | HS_CPU_FEATURES_AVX2, 2, 16, false },
{ 6, 0 | HS_CPU_FEATURES_AVX2, 2, 16, true },
{ 7, 0 | HS_CPU_FEATURES_AVX2, 3, 16, false },
{ 8, 0 | HS_CPU_FEATURES_AVX2, 3, 16, true },
{ 9, 0 | HS_CPU_FEATURES_AVX2, 4, 16, false },
{ 10, 0 | HS_CPU_FEATURES_AVX2, 4, 16, true },
{ 11, 0, 1, 8, false },
{ 12, 0, 1, 8, true },
{ 13, 0, 2, 8, false },
{ 14, 0, 2, 8, true },
{ 15, 0, 3, 8, false },
{ 16, 0, 3, 8, true },
{ 17, 0, 4, 8, false },
{ 18, 0, 4, 8, true },
};
out->clear();
for (const auto &def : defns) {
out->emplace_back(def);
}
}
static
size_t maxFloodTailLen(const vector<hwlmLiteral> &vl) {
size_t max_flood_tail = 0;
for (const auto &lit : vl) {
const string &s = lit.s;
assert(!s.empty());
size_t j;
for (j = 1; j < s.length(); j++) {
if (s[s.length() - j - 1] != s[s.length() - 1]) {
break;
}
}
max_flood_tail = max(max_flood_tail, j);
}
return max_flood_tail;
}
static
bool isAllowed(const vector<hwlmLiteral> &vl, const TeddyEngineDescription &eng,
const size_t max_lit_len, const target_t &target) {
if (!eng.isValidOnTarget(target)) {
DEBUG_PRINTF("%u disallowed: not valid on target\n", eng.getID());
return false;
}
if (eng.getNumBuckets() < vl.size() && !eng.packed) {
DEBUG_PRINTF("%u disallowed: num buckets < num lits and not packed\n",
eng.getID());
return false;
}
if (eng.getNumBuckets() * TEDDY_BUCKET_LOAD < vl.size()) {
DEBUG_PRINTF("%u disallowed: too many lits for num buckets\n",
eng.getID());
return false;
}
if (eng.numMasks > max_lit_len) {
DEBUG_PRINTF("%u disallowed: more masks than max lit len (%zu)\n",
eng.getID(), max_lit_len);
return false;
}
if (vl.size() > 40) {
u32 n_small_lits = 0;
for (const auto &lit : vl) {
if (lit.s.length() < eng.numMasks) {
n_small_lits++;
}
}
if (n_small_lits * 5 > vl.size()) {
DEBUG_PRINTF("too many short literals (%u)\n", n_small_lits);
return false;
}
}
return true;
}
unique_ptr<TeddyEngineDescription>
chooseTeddyEngine(const target_t &target, const vector<hwlmLiteral> &vl) {
vector<TeddyEngineDescription> descs;
getTeddyDescriptions(&descs);
const TeddyEngineDescription *best = nullptr;
const size_t max_lit_len = maxLen(vl);
const size_t max_flood_tail = maxFloodTailLen(vl);
DEBUG_PRINTF("%zu lits, max_lit_len=%zu, max_flood_tail=%zu\n", vl.size(),
max_lit_len, max_flood_tail);
u32 best_score = 0;
for (size_t engineID = 0; engineID < descs.size(); engineID++) {
const TeddyEngineDescription &eng = descs[engineID];
if (!isAllowed(vl, eng, max_lit_len, target)) {
continue;
}
u32 score = 0;
if (!eng.packed) {
score += 100;
}
if (vl.size() > 4 * eng.getNumBuckets()) {
score += eng.numMasks * 4;
} else {
score += 100;
}
if (eng.numMasks > max_flood_tail) {
score += 50;
}
score += 6 / (abs(3 - (int)eng.numMasks) + 1);
score += 16 / eng.getNumBuckets();
DEBUG_PRINTF("teddy %u: masks=%u, buckets=%u, packed=%u "
"-> score=%u\n",
eng.getID(), eng.numMasks, eng.getNumBuckets(),
eng.packed ? 1U : 0U, score);
if (!best || score > best_score) {
best = ŋ
best_score = score;
}
}
if (!best) {
DEBUG_PRINTF("failed to find engine\n");
return nullptr;
}
DEBUG_PRINTF("using engine %u\n", best->getID());
return ue2::make_unique<TeddyEngineDescription>(*best);
}
unique_ptr<TeddyEngineDescription> getTeddyDescription(u32 engineID) {
vector<TeddyEngineDescription> descs;
getTeddyDescriptions(&descs);
for (const auto &desc : descs) {
if (desc.getID() == engineID) {
return ue2::make_unique<TeddyEngineDescription>(desc);
}
}
return nullptr;
}
}