Ryujinx/ARMeilleure/Translation/ControlFlowGraph.cs
FICTURE7 36ec1bc6c0
Relax block ordering constraints (#1535)
* Relax block ordering constraints

Before `block.Next` had to follow `block.ListNext`, now it does not.
Instead `CodeGenerator` will now emit the necessary jump instructions
to ensure control flow.

This makes control flow and block order modifications easier. It also
eliminates some simple cases of redundant branches.

* Set PPTC version
2020-09-12 12:32:53 -03:00

136 lines
3.8 KiB
C#

using ARMeilleure.IntermediateRepresentation;
using System;
using System.Collections.Generic;
using System.Diagnostics;
namespace ARMeilleure.Translation
{
class ControlFlowGraph
{
public BasicBlock Entry { get; }
public IntrusiveList<BasicBlock> Blocks { get; }
public BasicBlock[] PostOrderBlocks { get; }
public int[] PostOrderMap { get; }
public ControlFlowGraph(BasicBlock entry, IntrusiveList<BasicBlock> blocks)
{
Entry = entry;
Blocks = blocks;
RemoveUnreachableBlocks(blocks);
var visited = new HashSet<BasicBlock>();
var blockStack = new Stack<BasicBlock>();
PostOrderBlocks = new BasicBlock[blocks.Count];
PostOrderMap = new int[blocks.Count];
visited.Add(entry);
blockStack.Push(entry);
int index = 0;
while (blockStack.TryPop(out BasicBlock block))
{
bool visitedNew = false;
for (int i = 0; i < block.SuccessorCount; i++)
{
BasicBlock succ = block.GetSuccessor(i);
if (visited.Add(succ))
{
blockStack.Push(block);
blockStack.Push(succ);
visitedNew = true;
break;
}
}
if (!visitedNew)
{
PostOrderMap[block.Index] = index;
PostOrderBlocks[index++] = block;
}
}
}
private void RemoveUnreachableBlocks(IntrusiveList<BasicBlock> blocks)
{
var visited = new HashSet<BasicBlock>();
var workQueue = new Queue<BasicBlock>();
visited.Add(Entry);
workQueue.Enqueue(Entry);
while (workQueue.TryDequeue(out BasicBlock block))
{
Debug.Assert(block.Index != -1, "Invalid block index.");
for (int i = 0; i < block.SuccessorCount; i++)
{
BasicBlock succ = block.GetSuccessor(i);
if (visited.Add(succ))
{
workQueue.Enqueue(succ);
}
}
}
if (visited.Count < blocks.Count)
{
// Remove unreachable blocks and renumber.
int index = 0;
for (BasicBlock block = blocks.First; block != null;)
{
BasicBlock nextBlock = block.ListNext;
if (!visited.Contains(block))
{
while (block.SuccessorCount > 0)
{
block.RemoveSuccessor(index: block.SuccessorCount - 1);
}
blocks.Remove(block);
}
else
{
block.Index = index++;
}
block = nextBlock;
}
}
}
public BasicBlock SplitEdge(BasicBlock predecessor, BasicBlock successor)
{
BasicBlock splitBlock = new BasicBlock(Blocks.Count);
for (int i = 0; i < predecessor.SuccessorCount; i++)
{
if (predecessor.GetSuccessor(i) == successor)
{
predecessor.SetSuccessor(i, splitBlock);
}
}
if (splitBlock.Predecessors.Count == 0)
{
throw new ArgumentException("Predecessor and successor are not connected.");
}
splitBlock.AddSuccessor(successor);
Blocks.AddBefore(successor, splitBlock);
return splitBlock;
}
}
}