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+/*
+ * Copyright 2006-2012 Adrian Thurston <thurston@complang.org>
+ */
+
+/* This file is part of Colm.
+ *
+ * Colm is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * Colm is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with Colm; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+
+#include "global.h"
+#include "redbuild.h"
+#include "fsmgraph.h"
+#include "redfsm.h"
+#include "fsmcodegen.h"
+#include <string.h>
+
+using namespace std;
+
+RedFsmBuild::RedFsmBuild( Compiler *pd, FsmGraph *fsm )
+:
+ pd(pd),
+ fsm(fsm),
+ nextActionTableId(0),
+ startState(-1),
+ errState(-1)
+{
+}
+
+void RedFsmBuild::initActionList( unsigned long length )
+{
+ redFsm->allActions = new GenAction[length];
+ memset( redFsm->allActions, 0, sizeof(GenAction) * length );
+ for ( unsigned long a = 0; a < length; a++ )
+ redFsm->genActionList.append( redFsm->allActions+a );
+}
+
+
+void RedFsmBuild::makeActionList()
+{
+ /* Determine which actions to write. */
+ int nextActionId = 0;
+ for ( ActionList::Iter act = pd->actionList; act.lte(); act++ ) {
+ if ( act->numRefs() > 0 || act->numCondRefs > 0 )
+ act->actionId = nextActionId++;
+ }
+
+ initActionList( nextActionId );
+ curAction = 0;
+
+ for ( ActionList::Iter act = pd->actionList; act.lte(); act++ ) {
+ if ( act->actionId >= 0 )
+ makeAction( act );
+ }
+}
+
+void RedFsmBuild::initActionTableList( unsigned long length )
+{
+ redFsm->allActionTables = new RedAction[length];
+}
+
+void RedFsmBuild::initStateList( unsigned long length )
+{
+ redFsm->allStates = new RedState[length];
+ for ( unsigned long s = 0; s < length; s++ )
+ redFsm->stateList.append( redFsm->allStates+s );
+
+ /* We get the start state as an offset, set the pointer now. */
+ assert( startState >= 0 );
+ redFsm->startState = redFsm->allStates + startState;
+ if ( errState >= 0 )
+ redFsm->errState = redFsm->allStates + errState;
+ for ( EntryIdVect::Iter en = redFsm->entryPointIds; en.lte(); en++ )
+ redFsm->entryPoints.insert( redFsm->allStates + *en );
+
+ /* The nextStateId is no longer used to assign state ids (they come in set
+ * from the frontend now), however generation code still depends on it.
+ * Should eventually remove this variable. */
+ redFsm->nextStateId = redFsm->stateList.length();
+}
+
+void RedFsmBuild::addEntryPoint( int entryId, unsigned long entryState )
+{
+ redFsm->entryPointIds.append( entryState );
+ redFsm->redEntryMap.insert( entryId, entryState );
+}
+
+void RedFsmBuild::addRegionToEntry( int regionId, int entryId )
+{
+ assert( regionId == redFsm->regionToEntry.length() );
+ redFsm->regionToEntry.append( entryId );
+}
+
+void RedFsmBuild::initTransList( int snum, unsigned long length )
+{
+ /* Could preallocate the out range to save time growing it. For now do
+ * nothing. */
+}
+
+void RedFsmBuild::newTrans( int snum, int tnum, Key lowKey,
+ Key highKey, long targ, long action )
+{
+ /* Get the current state and range. */
+ RedState *curState = redFsm->allStates + snum;
+ RedTransList &destRange = curState->outRange;
+
+ if ( curState == redFsm->errState )
+ return;
+
+ /* Make the new transitions. */
+ RedState *targState = targ >= 0 ? (redFsm->allStates + targ) :
+ redFsm->wantComplete ? redFsm->getErrorState() : 0;
+ RedAction *actionTable = action >= 0 ? (redFsm->allActionTables + action) : 0;
+ RedTrans *trans = redFsm->allocateTrans( targState, actionTable );
+ RedTransEl transEl( lowKey, highKey, trans );
+
+ if ( redFsm->wantComplete ) {
+ /* If the machine is to be complete then we need to fill any gaps with
+ * the error transitions. */
+ if ( destRange.length() == 0 ) {
+ /* Range is currently empty. */
+ if ( keyOps->minKey < lowKey ) {
+ /* The first range doesn't start at the low end. */
+ Key fillHighKey = lowKey;
+ fillHighKey.decrement();
+
+ /* Create the filler with the state's error transition. */
+ RedTransEl newTel( keyOps->minKey, fillHighKey, redFsm->getErrorTrans() );
+ destRange.append( newTel );
+ }
+ }
+ else {
+ /* The range list is not empty, get the the last range. */
+ RedTransEl *last = &destRange[destRange.length()-1];
+ Key nextKey = last->highKey;
+ nextKey.increment();
+ if ( nextKey < lowKey ) {
+ /* There is a gap to fill. Make the high key. */
+ Key fillHighKey = lowKey;
+ fillHighKey.decrement();
+
+ /* Create the filler with the state's error transtion. */
+ RedTransEl newTel( nextKey, fillHighKey, redFsm->getErrorTrans() );
+ destRange.append( newTel );
+ }
+ }
+ }
+
+ /* Filler taken care of. Append the range. */
+ destRange.append( RedTransEl( lowKey, highKey, trans ) );
+}
+
+void RedFsmBuild::finishTransList( int snum )
+{
+ /* Get the current state and range. */
+ RedState *curState = redFsm->allStates + snum;
+ RedTransList &destRange = curState->outRange;
+
+ if ( curState == redFsm->errState )
+ return;
+
+ /* If building a complete machine we may need filler on the end. */
+ if ( redFsm->wantComplete ) {
+ /* Check if there are any ranges already. */
+ if ( destRange.length() == 0 ) {
+ /* Fill with the whole alphabet. */
+ /* Add the range on the lower and upper bound. */
+ RedTransEl newTel( keyOps->minKey, keyOps->maxKey, redFsm->getErrorTrans() );
+ destRange.append( newTel );
+ }
+ else {
+ /* Get the last and check for a gap on the end. */
+ RedTransEl *last = &destRange[destRange.length()-1];
+ if ( last->highKey < keyOps->maxKey ) {
+ /* Make the high key. */
+ Key fillLowKey = last->highKey;
+ fillLowKey.increment();
+
+ /* Create the new range with the error trans and append it. */
+ RedTransEl newTel( fillLowKey, keyOps->maxKey, redFsm->getErrorTrans() );
+ destRange.append( newTel );
+ }
+ }
+ }
+}
+
+void RedFsmBuild::setId( int snum, int id )
+{
+ RedState *curState = redFsm->allStates + snum;
+ curState->id = id;
+}
+
+void RedFsmBuild::setEofTrans( int snum, int eofTarget, int actId )
+{
+ RedState *curState = redFsm->allStates + snum;
+ RedState *targState = redFsm->allStates + eofTarget;
+ RedAction *eofAct = redFsm->allActionTables + actId;
+ curState->eofTrans = redFsm->allocateTrans( targState, eofAct );
+}
+
+void RedFsmBuild::setFinal( int snum )
+{
+ RedState *curState = redFsm->allStates + snum;
+ curState->isFinal = true;
+}
+
+
+void RedFsmBuild::setStateActions( int snum, long toStateAction,
+ long fromStateAction, long eofAction )
+{
+ RedState *curState = redFsm->allStates + snum;
+ if ( toStateAction >= 0 )
+ curState->toStateAction = redFsm->allActionTables + toStateAction;
+ if ( fromStateAction >= 0 )
+ curState->fromStateAction = redFsm->allActionTables + fromStateAction;
+ if ( eofAction >= 0 )
+ curState->eofAction = redFsm->allActionTables + eofAction;
+}
+
+void RedFsmBuild::closeMachine()
+{
+}
+
+
+void RedFsmBuild::initStateCondList( int snum, ulong length )
+{
+ /* Could preallocate these, as we could with transitions. */
+}
+
+void RedFsmBuild::setForcedErrorState()
+{
+ redFsm->forcedErrorState = true;
+}
+
+Key RedFsmBuild::findMaxKey()
+{
+ Key maxKey = keyOps->maxKey;
+ for ( RedStateList::Iter st = redFsm->stateList; st.lte(); st++ ) {
+ assert( st->outSingle.length() == 0 );
+ assert( st->defTrans == 0 );
+
+ long rangeLen = st->outRange.length();
+ if ( rangeLen > 0 ) {
+ Key highKey = st->outRange[rangeLen-1].highKey;
+ if ( highKey > maxKey )
+ maxKey = highKey;
+ }
+ }
+ return maxKey;
+}
+
+
+void RedFsmBuild::makeActionTableList()
+{
+ /* Must first order the action tables based on their id. */
+ int numTables = nextActionTableId;
+ RedActionTable **tables = new RedActionTable*[numTables];
+ for ( ActionTableMap::Iter at = actionTableMap; at.lte(); at++ )
+ tables[at->id] = at;
+
+ initActionTableList( numTables );
+ curActionTable = 0;
+
+ for ( int t = 0; t < numTables; t++ ) {
+ long length = tables[t]->key.length();
+
+ /* Collect the action table. */
+ RedAction *redAct = redFsm->allActionTables + curActionTable;
+ redAct->actListId = curActionTable;
+ redAct->key.setAsNew( length );
+
+ int pos = 0;
+ for ( ActionTable::Iter atel = tables[t]->key; atel.lte(); atel++ ) {
+ int actionId = atel->value->actionId;
+ redAct->key[pos].key = 0;
+ redAct->key[pos].value = redFsm->allActions+actionId;
+ pos += 1;
+ }
+
+ /* Insert into the action table map. */
+ redFsm->actionMap.insert( redAct );
+
+ curActionTable += 1;
+
+ }
+
+ delete[] tables;
+}
+
+void RedFsmBuild::reduceActionTables()
+{
+ /* Reduce the actions tables to a set. */
+ for ( StateList::Iter st = fsm->stateList; st.lte(); st++ ) {
+ RedActionTable *actionTable = 0;
+
+ /* Reduce To State Actions. */
+ if ( st->toStateActionTable.length() > 0 ) {
+ if ( actionTableMap.insert( st->toStateActionTable, &actionTable ) )
+ actionTable->id = nextActionTableId++;
+ }
+
+ /* Reduce From State Actions. */
+ if ( st->fromStateActionTable.length() > 0 ) {
+ if ( actionTableMap.insert( st->fromStateActionTable, &actionTable ) )
+ actionTable->id = nextActionTableId++;
+ }
+
+ /* Reduce EOF actions. */
+ if ( st->eofActionTable.length() > 0 ) {
+ if ( actionTableMap.insert( st->eofActionTable, &actionTable ) )
+ actionTable->id = nextActionTableId++;
+ }
+
+ /* Loop the transitions and reduce their actions. */
+ for ( TransList::Iter trans = st->outList; trans.lte(); trans++ ) {
+ if ( trans->actionTable.length() > 0 ) {
+ if ( actionTableMap.insert( trans->actionTable, &actionTable ) )
+ actionTable->id = nextActionTableId++;
+ }
+ }
+ }
+}
+
+void RedFsmBuild::appendTrans( TransListVect &outList, Key lowKey,
+ Key highKey, FsmTrans *trans )
+{
+ if ( trans->toState != 0 || trans->actionTable.length() > 0 )
+ outList.append( TransEl( lowKey, highKey, trans ) );
+}
+
+void RedFsmBuild::makeTrans( Key lowKey, Key highKey, FsmTrans *trans )
+{
+ /* First reduce the action. */
+ RedActionTable *actionTable = 0;
+ if ( trans->actionTable.length() > 0 )
+ actionTable = actionTableMap.find( trans->actionTable );
+
+ long targ = trans->toState == 0 ? -1 : trans->toState->alg.stateNum;
+ long action = actionTable == 0 ? -1 : actionTable->id;
+
+ newTrans( curState, curTrans++, lowKey, highKey, targ, action );
+}
+
+void RedFsmBuild::makeTransList( FsmState *state )
+{
+ TransListVect outList;
+
+ /* If there is only are no ranges the task is simple. */
+ if ( state->outList.length() > 0 ) {
+ /* Loop each source range. */
+ for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) {
+ /* Reduce the transition. If it reduced to anything then add it. */
+ appendTrans( outList, trans->lowKey, trans->highKey, trans );
+ }
+ }
+
+ long length = outList.length();
+ initTransList( curState, length );
+ curTrans = 0;
+
+ for ( TransListVect::Iter tvi = outList; tvi.lte(); tvi++ )
+ makeTrans( tvi->lowKey, tvi->highKey, tvi->value );
+ finishTransList( curState );
+}
+
+void RedFsmBuild::newAction( int anum, char *name, int line, int col, Action *action )
+{
+ redFsm->allActions[anum].actionId = anum;
+ redFsm->allActions[anum].name = name;
+ redFsm->allActions[anum].loc.line = line;
+ redFsm->allActions[anum].loc.col = col;
+ redFsm->allActions[anum].inlineList = action->inlineList;
+ redFsm->allActions[anum].objField = action->objField;
+ redFsm->allActions[anum].markType = action->markType;
+ redFsm->allActions[anum].markId = action->markId + 1;
+}
+
+void RedFsmBuild::makeAction( Action *action )
+{
+ int line = action->loc.line;
+ int col = action->loc.col;
+
+ char *name = 0;
+ if ( action->name != 0 )
+ name = action->name;
+
+ newAction( curAction++, name, line, col, action );
+}
+
+void xmlEscapeHost( std::ostream &out, char *data, int len )
+{
+ char *end = data + len;
+ while ( data != end ) {
+ switch ( *data ) {
+ case '<': out << "&lt;"; break;
+ case '>': out << "&gt;"; break;
+ case '&': out << "&amp;"; break;
+ default: out << *data; break;
+ }
+ data += 1;
+ }
+}
+
+void RedFsmBuild::makeStateActions( FsmState *state )
+{
+ RedActionTable *toStateActions = 0;
+ if ( state->toStateActionTable.length() > 0 )
+ toStateActions = actionTableMap.find( state->toStateActionTable );
+
+ RedActionTable *fromStateActions = 0;
+ if ( state->fromStateActionTable.length() > 0 )
+ fromStateActions = actionTableMap.find( state->fromStateActionTable );
+
+ RedActionTable *eofActions = 0;
+ if ( state->eofActionTable.length() > 0 )
+ eofActions = actionTableMap.find( state->eofActionTable );
+
+ if ( toStateActions != 0 || fromStateActions != 0 || eofActions != 0 ) {
+ long toStateAction = -1;
+ long fromStateAction = -1;
+ long eofAction = -1;
+
+ if ( toStateActions != 0 )
+ toStateAction = toStateActions->id;
+ if ( fromStateActions != 0 )
+ fromStateAction = fromStateActions->id;
+ if ( eofActions != 0 )
+ eofAction = eofActions->id;
+
+ setStateActions( curState, toStateAction,
+ fromStateAction, eofAction );
+ }
+}
+
+void RedFsmBuild::makeStateList()
+{
+ /* Write the list of states. */
+ long length = fsm->stateList.length();
+ initStateList( length );
+ curState = 0;
+
+ for ( StateList::Iter st = fsm->stateList; st.lte(); st++ ) {
+ /* Both or neither should be set. */
+ assert( !( (st->eofTarget != 0) xor (st->eofActionTable.length() > 0) ) );
+
+ makeStateActions( st );
+ makeTransList( st );
+
+ setId( curState, st->alg.stateNum );
+ if ( st->isFinState() )
+ setFinal( curState );
+
+ /* If there is an eof target, make an eof transition. */
+ if ( st->eofTarget != 0 ) {
+ /* Find the eof actions. */
+ RedActionTable *eofActions = 0;
+ eofActions = actionTableMap.find( st->eofActionTable );
+ setEofTrans( curState, st->eofTarget->alg.stateNum, eofActions->id );
+ }
+
+ curState += 1;
+ }
+}
+
+void RedFsmBuild::makeEntryPoints()
+{
+ if ( fsm->lmRequiresErrorState )
+ setForcedErrorState();
+
+ for ( EntryMap::Iter en = fsm->entryPoints; en.lte(); en++ ) {
+ /* Get the name instantiation from nameIndex. */
+ FsmState *state = en->value;
+ long entry = state->alg.stateNum;
+ addEntryPoint( en->key, entry );
+ }
+
+ for ( RegionList::Iter reg = pd->regionList; reg.lte(); reg++ ) {
+ assert( reg->impl->regionNameInst != 0 );
+
+ TokenRegion *use = reg;
+
+ if ( use->zeroLel != 0 )
+ use = use->ignoreOnly;
+
+ NameInst *regionName = use->impl->regionNameInst;
+ addRegionToEntry( reg->id, regionName->id );
+ }
+}
+
+void RedFsmBuild::makeMachine()
+{
+ /* Action tables. */
+ reduceActionTables();
+
+ makeActionList();
+ makeActionTableList();
+ makeConditions();
+
+ /* Start state. */
+ startState = fsm->startState->alg.stateNum;
+
+ /* Error state. */
+ if ( fsm->errState != 0 )
+ errState = fsm->errState->alg.stateNum;
+
+ makeEntryPoints();
+ makeStateList();
+}
+
+void RedFsmBuild::makeConditions()
+{
+}
+
+RedFsm *RedFsmBuild::reduceMachine()
+{
+ redFsm = new RedFsm();
+ redFsm->wantComplete = true;
+
+ /* Open the definition. */
+ makeMachine();
+
+ /* Do this before distributing transitions out to singles and defaults
+ * makes life easier. */
+ redFsm->maxKey = findMaxKey();
+
+ redFsm->assignActionLocs();
+
+ /* Find the first final state (The final state with the lowest id). */
+ redFsm->findFirstFinState();
+
+ /* Choose default transitions and the single transition. */
+ redFsm->chooseDefaultSpan();
+
+ /* Maybe do flat expand, otherwise choose single. */
+ redFsm->chooseSingle();
+
+ /* Set up incoming transitions. */
+ redFsm->setInTrans();
+
+ /* Anlayze Machine will find the final action reference counts, among
+ * other things. We will use these in reporting the usage
+ * of fsm directives in action code. */
+ redFsm->analyzeMachine();
+
+ return redFsm;
+}
+