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f60033e0aa
* Implement block placement Implement a simple pass which re-orders cold blocks at the end of the list of blocks in the CFG. * Set PPTC version * Use Array.Resize Address gdkchan's feedback
147 lines
4.2 KiB
C#
147 lines
4.2 KiB
C#
using ARMeilleure.IntermediateRepresentation;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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namespace ARMeilleure.Translation
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{
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class ControlFlowGraph
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{
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private BasicBlock[] _postOrderBlocks;
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private int[] _postOrderMap;
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public BasicBlock Entry { get; }
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public IntrusiveList<BasicBlock> Blocks { get; }
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public BasicBlock[] PostOrderBlocks => _postOrderBlocks;
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public int[] PostOrderMap => _postOrderMap;
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public ControlFlowGraph(BasicBlock entry, IntrusiveList<BasicBlock> blocks)
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{
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Entry = entry;
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Blocks = blocks;
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Update(removeUnreachableBlocks: true);
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}
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public void Update(bool removeUnreachableBlocks)
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{
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if (removeUnreachableBlocks)
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{
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RemoveUnreachableBlocks(Blocks);
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}
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var visited = new HashSet<BasicBlock>();
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var blockStack = new Stack<BasicBlock>();
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Array.Resize(ref _postOrderBlocks, Blocks.Count);
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Array.Resize(ref _postOrderMap, Blocks.Count);
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visited.Add(Entry);
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blockStack.Push(Entry);
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int index = 0;
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while (blockStack.TryPop(out BasicBlock block))
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{
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bool visitedNew = false;
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for (int i = 0; i < block.SuccessorCount; i++)
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{
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BasicBlock succ = block.GetSuccessor(i);
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if (visited.Add(succ))
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{
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blockStack.Push(block);
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blockStack.Push(succ);
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visitedNew = true;
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break;
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}
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}
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if (!visitedNew)
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{
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PostOrderMap[block.Index] = index;
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PostOrderBlocks[index++] = block;
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}
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}
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}
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private void RemoveUnreachableBlocks(IntrusiveList<BasicBlock> blocks)
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{
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var visited = new HashSet<BasicBlock>();
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var workQueue = new Queue<BasicBlock>();
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visited.Add(Entry);
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workQueue.Enqueue(Entry);
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while (workQueue.TryDequeue(out BasicBlock block))
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{
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Debug.Assert(block.Index != -1, "Invalid block index.");
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for (int i = 0; i < block.SuccessorCount; i++)
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{
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BasicBlock succ = block.GetSuccessor(i);
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if (visited.Add(succ))
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{
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workQueue.Enqueue(succ);
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}
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}
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}
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if (visited.Count < blocks.Count)
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{
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// Remove unreachable blocks and renumber.
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int index = 0;
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for (BasicBlock block = blocks.First; block != null;)
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{
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BasicBlock nextBlock = block.ListNext;
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if (!visited.Contains(block))
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{
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while (block.SuccessorCount > 0)
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{
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block.RemoveSuccessor(index: block.SuccessorCount - 1);
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}
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blocks.Remove(block);
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}
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else
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{
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block.Index = index++;
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}
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block = nextBlock;
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}
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}
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}
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public BasicBlock SplitEdge(BasicBlock predecessor, BasicBlock successor)
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{
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BasicBlock splitBlock = new BasicBlock(Blocks.Count);
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for (int i = 0; i < predecessor.SuccessorCount; i++)
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{
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if (predecessor.GetSuccessor(i) == successor)
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{
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predecessor.SetSuccessor(i, splitBlock);
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}
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}
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if (splitBlock.Predecessors.Count == 0)
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{
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throw new ArgumentException("Predecessor and successor are not connected.");
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}
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splitBlock.AddSuccessor(successor);
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Blocks.AddBefore(successor, splitBlock);
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return splitBlock;
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}
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}
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} |