mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-14 05:16:39 +00:00
36e8e074c9
* Fix and simplify TranslatorCache * Fix some assignment alignments, remove some unused usings * Changes to ILEmitter, separate it from ILEmitterCtx * Rename ILEmitter to ILMethodBuilder * Rename LdrLit and *_Fix opcodes * Revert TranslatorCache impl to the more performant one, fix a few issues with it * Allow EmitOpCode to be called even after everything has been emitted * Make Emit and AdvanceOpCode private, simplify it a bit now that it starts emiting from the entry point * Remove unneeded temp use * Add missing exit call on TestExclusive * Use better hash * Implement the == and != operators
260 lines
No EOL
8.7 KiB
C#
260 lines
No EOL
8.7 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
|
|
namespace ChocolArm64.Translation
|
|
{
|
|
class LocalAlloc
|
|
{
|
|
private class PathIo
|
|
{
|
|
private Dictionary<ILBlock, long> _allInputs;
|
|
private Dictionary<ILBlock, long> _cmnOutputs;
|
|
|
|
private long _allOutputs;
|
|
|
|
public PathIo()
|
|
{
|
|
_allInputs = new Dictionary<ILBlock, long>();
|
|
_cmnOutputs = new Dictionary<ILBlock, long>();
|
|
}
|
|
|
|
public PathIo(ILBlock root, long inputs, long outputs) : this()
|
|
{
|
|
Set(root, inputs, outputs);
|
|
}
|
|
|
|
public void Set(ILBlock root, long inputs, long outputs)
|
|
{
|
|
if (!_allInputs.TryAdd(root, inputs))
|
|
{
|
|
_allInputs[root] |= inputs;
|
|
}
|
|
|
|
if (!_cmnOutputs.TryAdd(root, outputs))
|
|
{
|
|
_cmnOutputs[root] &= outputs;
|
|
}
|
|
|
|
_allOutputs |= outputs;
|
|
}
|
|
|
|
public long GetInputs(ILBlock root)
|
|
{
|
|
if (_allInputs.TryGetValue(root, out long inputs))
|
|
{
|
|
return inputs | (_allOutputs & ~_cmnOutputs[root]);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
public long GetOutputs()
|
|
{
|
|
return _allOutputs;
|
|
}
|
|
}
|
|
|
|
private Dictionary<ILBlock, PathIo> _intPaths;
|
|
private Dictionary<ILBlock, PathIo> _vecPaths;
|
|
|
|
private struct BlockIo
|
|
{
|
|
public ILBlock Block;
|
|
public ILBlock Entry;
|
|
|
|
public long IntInputs;
|
|
public long VecInputs;
|
|
public long IntOutputs;
|
|
public long VecOutputs;
|
|
|
|
public override bool Equals(object obj)
|
|
{
|
|
if (!(obj is BlockIo other))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return other.Block == Block &&
|
|
other.Entry == Entry &&
|
|
other.IntInputs == IntInputs &&
|
|
other.VecInputs == VecInputs &&
|
|
other.IntOutputs == IntOutputs &&
|
|
other.VecOutputs == VecOutputs;
|
|
}
|
|
|
|
public override int GetHashCode()
|
|
{
|
|
return HashCode.Combine(Block, Entry, IntInputs, VecInputs, IntOutputs, VecOutputs);
|
|
}
|
|
|
|
public static bool operator ==(BlockIo lhs, BlockIo rhs)
|
|
{
|
|
return lhs.Equals(rhs);
|
|
}
|
|
|
|
public static bool operator !=(BlockIo lhs, BlockIo rhs)
|
|
{
|
|
return !(lhs == rhs);
|
|
}
|
|
}
|
|
|
|
private const int MaxOptGraphLength = 40;
|
|
|
|
public LocalAlloc(ILBlock[] graph, ILBlock entry)
|
|
{
|
|
_intPaths = new Dictionary<ILBlock, PathIo>();
|
|
_vecPaths = new Dictionary<ILBlock, PathIo>();
|
|
|
|
if (graph.Length > 1 &&
|
|
graph.Length < MaxOptGraphLength)
|
|
{
|
|
InitializeOptimal(graph, entry);
|
|
}
|
|
else
|
|
{
|
|
InitializeFast(graph);
|
|
}
|
|
}
|
|
|
|
private void InitializeOptimal(ILBlock[] graph, ILBlock entry)
|
|
{
|
|
//This will go through all possible paths on the graph,
|
|
//and store all inputs/outputs for each block. A register
|
|
//that was previously written to already is not considered an input.
|
|
//When a block can be reached by more than one path, then the
|
|
//output from all paths needs to be set for this block, and
|
|
//only outputs present in all of the parent blocks can be considered
|
|
//when doing input elimination. Each block chain have a entry, that's where
|
|
//the code starts executing. They are present on the subroutine start point,
|
|
//and on call return points too (address written to X30 by BL).
|
|
HashSet<BlockIo> visited = new HashSet<BlockIo>();
|
|
|
|
Queue<BlockIo> unvisited = new Queue<BlockIo>();
|
|
|
|
void Enqueue(BlockIo block)
|
|
{
|
|
if (!visited.Contains(block))
|
|
{
|
|
unvisited.Enqueue(block);
|
|
|
|
visited.Add(block);
|
|
}
|
|
}
|
|
|
|
Enqueue(new BlockIo()
|
|
{
|
|
Block = entry,
|
|
Entry = entry
|
|
});
|
|
|
|
while (unvisited.Count > 0)
|
|
{
|
|
BlockIo current = unvisited.Dequeue();
|
|
|
|
current.IntInputs |= current.Block.IntInputs & ~current.IntOutputs;
|
|
current.VecInputs |= current.Block.VecInputs & ~current.VecOutputs;
|
|
current.IntOutputs |= current.Block.IntOutputs;
|
|
current.VecOutputs |= current.Block.VecOutputs;
|
|
|
|
//Check if this is a exit block
|
|
//(a block that returns or calls another sub).
|
|
if ((current.Block.Next == null &&
|
|
current.Block.Branch == null) || current.Block.HasStateStore)
|
|
{
|
|
if (!_intPaths.TryGetValue(current.Block, out PathIo intPath))
|
|
{
|
|
_intPaths.Add(current.Block, intPath = new PathIo());
|
|
}
|
|
|
|
if (!_vecPaths.TryGetValue(current.Block, out PathIo vecPath))
|
|
{
|
|
_vecPaths.Add(current.Block, vecPath = new PathIo());
|
|
}
|
|
|
|
intPath.Set(current.Entry, current.IntInputs, current.IntOutputs);
|
|
vecPath.Set(current.Entry, current.VecInputs, current.VecOutputs);
|
|
}
|
|
|
|
void EnqueueFromCurrent(ILBlock block, bool retTarget)
|
|
{
|
|
BlockIo blockIo = new BlockIo() { Block = block };
|
|
|
|
if (retTarget)
|
|
{
|
|
blockIo.Entry = block;
|
|
}
|
|
else
|
|
{
|
|
blockIo.Entry = current.Entry;
|
|
blockIo.IntInputs = current.IntInputs;
|
|
blockIo.VecInputs = current.VecInputs;
|
|
blockIo.IntOutputs = current.IntOutputs;
|
|
blockIo.VecOutputs = current.VecOutputs;
|
|
}
|
|
|
|
Enqueue(blockIo);
|
|
}
|
|
|
|
if (current.Block.Next != null)
|
|
{
|
|
EnqueueFromCurrent(current.Block.Next, current.Block.HasStateStore);
|
|
}
|
|
|
|
if (current.Block.Branch != null)
|
|
{
|
|
EnqueueFromCurrent(current.Block.Branch, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void InitializeFast(ILBlock[] graph)
|
|
{
|
|
//This is WAY faster than InitializeOptimal, but results in
|
|
//unneeded loads and stores, so the resulting code will be slower.
|
|
long intInputs = 0, intOutputs = 0;
|
|
long vecInputs = 0, vecOutputs = 0;
|
|
|
|
foreach (ILBlock block in graph)
|
|
{
|
|
intInputs |= block.IntInputs;
|
|
intOutputs |= block.IntOutputs;
|
|
vecInputs |= block.VecInputs;
|
|
vecOutputs |= block.VecOutputs;
|
|
}
|
|
|
|
//It's possible that not all code paths writes to those output registers,
|
|
//in those cases if we attempt to write an output registers that was
|
|
//not written, we will be just writing zero and messing up the old register value.
|
|
//So we just need to ensure that all outputs are loaded.
|
|
if (graph.Length > 1)
|
|
{
|
|
intInputs |= intOutputs;
|
|
vecInputs |= vecOutputs;
|
|
}
|
|
|
|
foreach (ILBlock block in graph)
|
|
{
|
|
_intPaths.Add(block, new PathIo(block, intInputs, intOutputs));
|
|
_vecPaths.Add(block, new PathIo(block, vecInputs, vecOutputs));
|
|
}
|
|
}
|
|
|
|
public long GetIntInputs(ILBlock root) => GetInputsImpl(root, _intPaths.Values);
|
|
public long GetVecInputs(ILBlock root) => GetInputsImpl(root, _vecPaths.Values);
|
|
|
|
private long GetInputsImpl(ILBlock root, IEnumerable<PathIo> values)
|
|
{
|
|
long inputs = 0;
|
|
|
|
foreach (PathIo path in values)
|
|
{
|
|
inputs |= path.GetInputs(root);
|
|
}
|
|
|
|
return inputs;
|
|
}
|
|
|
|
public long GetIntOutputs(ILBlock block) => _intPaths[block].GetOutputs();
|
|
public long GetVecOutputs(ILBlock block) => _vecPaths[block].GetOutputs();
|
|
}
|
|
} |