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Ryujinx/ChocolArm64/Translation/TranslatedSub.cs

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using ChocolArm64.Memory;
using ChocolArm64.State;
using System;
using System.Reflection;
using System.Reflection.Emit;
namespace ChocolArm64.Translation
{
delegate long ArmSubroutine(CpuThreadState state, MemoryManager memory);
class TranslatedSub
{
//This is the minimum amount of calls needed for the method
//to be retranslated with higher quality code. It's only worth
//doing that for hot code.
private const int MinCallCountForOpt = 30;
public ArmSubroutine Delegate { get; private set; }
public static int StateArgIdx { get; }
public static int MemoryArgIdx { get; }
public static Type[] FixedArgTypes { get; }
public DynamicMethod Method { get; }
public TranslationTier Tier { get; }
private bool _rejit;
private int _callCount;
public TranslatedSub(DynamicMethod method, TranslationTier tier, bool rejit)
{
Method = method ?? throw new ArgumentNullException(nameof(method));;
Tier = tier;
_rejit = rejit;
}
static TranslatedSub()
{
MethodInfo mthdInfo = typeof(ArmSubroutine).GetMethod("Invoke");
ParameterInfo[] Params = mthdInfo.GetParameters();
FixedArgTypes = new Type[Params.Length];
for (int index = 0; index < Params.Length; index++)
{
Type argType = Params[index].ParameterType;
FixedArgTypes[index] = argType;
if (argType == typeof(CpuThreadState))
{
StateArgIdx = index;
}
else if (argType == typeof(MemoryManager))
{
MemoryArgIdx = index;
}
}
}
public void PrepareMethod()
{
Delegate = (ArmSubroutine)Method.CreateDelegate(typeof(ArmSubroutine));
}
public long Execute(CpuThreadState threadState, MemoryManager memory)
{
return Delegate(threadState, memory);
}
public bool Rejit()
{
if (!_rejit)
{
return false;
}
if (_callCount++ < MinCallCountForOpt)
{
return false;
}
//Only return true once, so that it is added to the queue only once.
_rejit = false;
return true;
}
}
}