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#ifndef re2c_dfa_h
#define re2c_dfa_h
#include <stdio.h>
#include "re.h"
extern void prtCh(FILE *, uchar);
extern void printSpan(FILE *, uint, uint);
struct DFA;
struct State;
typedef enum {
MATCHACT = 1,
ENTERACT,
SAVEMATCHACT,
MOVEACT,
ACCEPTACT,
RULEACT
} ActionType;
typedef struct Action {
struct State *state;
ActionType type;
union {
/* data for Enter */
uint label;
/* data for SaveMatch */
uint selector;
/* data for Accept */
struct {
uint nRules;
uint *saves;
struct State **rules;
} Accept;
/* data for Rule */
RegExp *rule; /* RuleOp */
} d;
} Action;
void Action_emit(Action*, FILE *);
typedef struct Span {
uint ub;
struct State *to;
} Span;
uint Span_show(Span*, FILE *, uint);
typedef struct Go {
uint nSpans;
Span *span;
} Go;
typedef struct State {
uint label;
RegExp *rule; /* RuleOp */
struct State *next;
struct State *link;
uint depth; /* for finding SCCs */
uint kCount;
Ins **kernel;
uint isBase:1;
Go go;
Action *action;
} State;
void Go_genGoto(Go*, FILE *, State*);
void Go_genBase(Go*, FILE *, State*);
void Go_genLinear(Go*, FILE *, State*);
void Go_genBinary(Go*, FILE *, State*);
void Go_genSwitch(Go*, FILE *, State*);
void Go_compact(Go*);
void Go_unmap(Go*, Go*, State*);
State *State_new(void);
void State_delete(State*);
void State_emit(State*, FILE *);
void State_out(FILE *, const State*);
typedef struct DFA {
uint lbChar;
uint ubChar;
uint nStates;
State *head, **tail;
State *toDo;
} DFA;
DFA *DFA_new(Ins*, uint, uint, uint, Char*);
void DFA_delete(DFA*);
void DFA_addState(DFA*, State**, State*);
State *DFA_findState(DFA*, Ins**, uint);
void DFA_split(DFA*, State*);
void DFA_findSCCs(DFA*);
void DFA_emit(DFA*, FILE *);
void DFA_out(FILE *, const DFA*);
static inline Action *
Action_new_Match(State *s)
{
Action *a = malloc(sizeof(Action));
a->type = MATCHACT;
a->state = s;
s->action = a;
return a;
}
static inline Action *
Action_new_Enter(State *s, uint l)
{
Action *a = malloc(sizeof(Action));
a->type = ENTERACT;
a->state = s;
a->d.label = l;
s->action = a;
return a;
}
static inline Action *
Action_new_Save(State *s, uint i)
{
Action *a = malloc(sizeof(Action));
a->type = SAVEMATCHACT;
a->state = s;
a->d.selector = i;
s->action = a;
return a;
}
static inline Action *
Action_new_Move(State *s)
{
Action *a = malloc(sizeof(Action));
a->type = MOVEACT;
a->state = s;
s->action = a;
return a;
}
Action *Action_new_Accept(State*, uint, uint*, State**);
static inline Action *
Action_new_Rule(State *s, RegExp *r) /* RuleOp */
{
Action *a = malloc(sizeof(Action));
a->type = RULEACT;
a->state = s;
a->d.rule = r;
s->action = a;
return a;
}
#endif