vyre 0.3.0

GPU bytecode condition engine
Documentation
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/// Scatter mapping tables.
#[derive(Debug, Clone, PartialEq, Eq)]
pub struct PatternMapping {
    /// `(rule_list_start, rule_count)` per global pattern id.
    pub pattern_to_rules: Vec<[u32; 2]>,
    /// Flat rule ids for each pattern.
    pub rule_list: Vec<u32>,
    /// Local string ids aligned to `rule_list`.
    pub string_local_ids: Vec<u32>,
}