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	* Start of the ARMeilleure project * Refactoring around the old IRAdapter, now renamed to PreAllocator * Optimize the LowestBitSet method * Add CLZ support and fix CLS implementation * Add missing Equals and GetHashCode overrides on some structs, misc small tweaks * Implement the ByteSwap IR instruction, and some refactoring on the assembler * Implement the DivideUI IR instruction and fix 64-bits IDIV * Correct constant operand type on CSINC * Move division instructions implementation to InstEmitDiv * Fix destination type for the ConditionalSelect IR instruction * Implement UMULH and SMULH, with new IR instructions * Fix some issues with shift instructions * Fix constant types for BFM instructions * Fix up new tests using the new V128 struct * Update tests * Move DIV tests to a separate file * Add support for calls, and some instructions that depends on them * Start adding support for SIMD & FP types, along with some of the related ARM instructions * Fix some typos and the divide instruction with FP operands * Fix wrong method call on Clz_V * Implement ARM FP & SIMD move instructions, Saddlv_V, and misc. fixes * Implement SIMD logical instructions and more misc. fixes * Fix PSRAD x86 instruction encoding, TRN, UABD and UABDL implementations * Implement float conversion instruction, merge in LDj3SNuD fixes, and some other misc. fixes * Implement SIMD shift instruction and fix Dup_V * Add SCVTF and UCVTF (vector, fixed-point) variants to the opcode table * Fix check with tolerance on tester * Implement FP & SIMD comparison instructions, and some fixes * Update FCVT (Scalar) encoding on the table to support the Half-float variants * Support passing V128 structs, some cleanup on the register allocator, merge LDj3SNuD fixes * Use old memory access methods, made a start on SIMD memory insts support, some fixes * Fix float constant passed to functions, save and restore non-volatile XMM registers, other fixes * Fix arguments count with struct return values, other fixes * More instructions * Misc. fixes and integrate LDj3SNuD fixes * Update tests * Add a faster linear scan allocator, unwinding support on windows, and other changes * Update Ryujinx.HLE * Update Ryujinx.Graphics * Fix V128 return pointer passing, RCX is clobbered * Update Ryujinx.Tests * Update ITimeZoneService * Stop using GetFunctionPointer as that can't be called from native code, misc. fixes and tweaks * Use generic GetFunctionPointerForDelegate method and other tweaks * Some refactoring on the code generator, assert on invalid operations and use a separate enum for intrinsics * Remove some unused code on the assembler * Fix REX.W prefix regression on float conversion instructions, add some sort of profiler * Add hardware capability detection * Fix regression on Sha1h and revert Fcm** changes * Add SSE2-only paths on vector extract and insert, some refactoring on the pre-allocator * Fix silly mistake introduced on last commit on CpuId * Generate inline stack probes when the stack allocation is too large * Initial support for the System-V ABI * Support multiple destination operands * Fix SSE2 VectorInsert8 path, and other fixes * Change placement of XMM callee save and restore code to match other compilers * Rename Dest to Destination and Inst to Instruction * Fix a regression related to calls and the V128 type * Add an extra space on comments to match code style * Some refactoring * Fix vector insert FP32 SSE2 path * Port over the ARM32 instructions * Avoid memory protection races on JIT Cache * Another fix on VectorInsert FP32 (thanks to LDj3SNuD * Float operands don't need to use the same register when VEX is supported * Add a new register allocator, higher quality code for hot code (tier up), and other tweaks * Some nits, small improvements on the pre allocator * CpuThreadState is gone * Allow changing CPU emulators with a config entry * Add runtime identifiers on the ARMeilleure project * Allow switching between CPUs through a config entry (pt. 2) * Change win10-x64 to win-x64 on projects * Update the Ryujinx project to use ARMeilleure * Ensure that the selected register is valid on the hybrid allocator * Allow exiting on returns to 0 (should fix test regression) * Remove register assignments for most used variables on the hybrid allocator * Do not use fixed registers as spill temp * Add missing namespace and remove unneeded using * Address PR feedback * Fix types, etc * Enable AssumeStrictAbiCompliance by default * Ensure that Spill and Fill don't load or store any more than necessary
		
			
				
	
	
		
			158 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			158 lines
		
	
	
		
			4.6 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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| 
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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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|         public BasicBlock Entry { get; }
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| 
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|         public LinkedList<BasicBlock> Blocks { get; }
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| 
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|         public BasicBlock[] PostOrderBlocks { get; }
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| 
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|         public int[] PostOrderMap { get; }
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| 
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|         public ControlFlowGraph(BasicBlock entry, LinkedList<BasicBlock> blocks)
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|         {
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|             Entry  = entry;
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|             Blocks = blocks;
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| 
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|             RemoveUnreachableBlocks(blocks);
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| 
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|             HashSet<BasicBlock> visited = new HashSet<BasicBlock>();
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| 
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|             Stack<BasicBlock> blockStack = new Stack<BasicBlock>();
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| 
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|             PostOrderBlocks = new BasicBlock[blocks.Count];
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| 
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|             PostOrderMap = new int[blocks.Count];
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| 
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|             visited.Add(entry);
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| 
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|             blockStack.Push(entry);
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| 
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|             int index = 0;
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| 
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|             while (blockStack.TryPop(out BasicBlock block))
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|             {
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|                 if (block.Next != null && visited.Add(block.Next))
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|                 {
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|                     blockStack.Push(block);
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|                     blockStack.Push(block.Next);
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|                 }
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|                 else if (block.Branch != null && visited.Add(block.Branch))
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|                 {
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|                     blockStack.Push(block);
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|                     blockStack.Push(block.Branch);
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|                 }
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|                 else
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|                 {
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|                     PostOrderMap[block.Index] = index;
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| 
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|                     PostOrderBlocks[index++] = block;
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|                 }
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|             }
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|         }
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| 
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|         private void RemoveUnreachableBlocks(LinkedList<BasicBlock> blocks)
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|         {
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|             HashSet<BasicBlock> visited = new HashSet<BasicBlock>();
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| 
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|             Queue<BasicBlock> workQueue = new Queue<BasicBlock>();
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| 
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|             visited.Add(Entry);
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| 
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|             workQueue.Enqueue(Entry);
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| 
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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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| 
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|                 if (block.Next != null && visited.Add(block.Next))
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|                 {
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|                     workQueue.Enqueue(block.Next);
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|                 }
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| 
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|                 if (block.Branch != null && visited.Add(block.Branch))
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|                 {
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|                     workQueue.Enqueue(block.Branch);
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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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| 
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|                 for (LinkedListNode<BasicBlock> node = blocks.First; node != null;)
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|                 {
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|                     LinkedListNode<BasicBlock> nextNode = node.Next;
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| 
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|                     BasicBlock block = node.Value;
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| 
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|                     if (!visited.Contains(block))
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|                     {
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|                         block.Next   = null;
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|                         block.Branch = null;
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| 
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|                         blocks.Remove(node);
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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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| 
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|                     node = nextNode;
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|                 }
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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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| 
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|             if (predecessor.Next == successor)
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|             {
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|                 predecessor.Next = splitBlock;
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|             }
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| 
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|             if (predecessor.Branch == successor)
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|             {
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|                 predecessor.Branch = 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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| 
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|             // Insert the new block on the list of blocks.
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|             BasicBlock succPrev = successor.Node.Previous?.Value;
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| 
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|             if (succPrev != null && succPrev != predecessor && succPrev.Next == successor)
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|             {
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|                 // Can't insert after the predecessor or before the successor.
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|                 // Here, we insert it before the successor by also spliting another
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|                 // edge (the one between the block before "successor" and "successor").
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|                 BasicBlock splitBlock2 = new BasicBlock(splitBlock.Index + 1);
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| 
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|                 succPrev.Next = splitBlock2;
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| 
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|                 splitBlock2.Branch = successor;
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| 
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|                 splitBlock2.Operations.AddLast(new Operation(Instruction.Branch, null));
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| 
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|                 Blocks.AddBefore(successor.Node, splitBlock2);
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|             }
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| 
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|             splitBlock.Next = successor;
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| 
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|             Blocks.AddBefore(successor.Node, splitBlock);
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| 
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|             return splitBlock;
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|         }
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|     }
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| } |