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authorgdkchan <gab.dark.100@gmail.com>2019-08-08 15:56:22 -0300
committeremmauss <emmausssss@gmail.com>2019-08-08 21:56:22 +0300
commita731ab3a2aad56e6ceb8b4e2444a61353246295c (patch)
treec7f13f51bfec6b19431e62167811ae31e9d2fea9 /ARMeilleure/Translation/ControlFlowGraph.cs
parent1ba58e9942e54175e3f3a0e1d57a48537f4888b1 (diff)
Add a new JIT compiler for CPU code (#693)
* 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
Diffstat (limited to 'ARMeilleure/Translation/ControlFlowGraph.cs')
-rw-r--r--ARMeilleure/Translation/ControlFlowGraph.cs158
1 files changed, 158 insertions, 0 deletions
diff --git a/ARMeilleure/Translation/ControlFlowGraph.cs b/ARMeilleure/Translation/ControlFlowGraph.cs
new file mode 100644
index 00000000..758f1f96
--- /dev/null
+++ b/ARMeilleure/Translation/ControlFlowGraph.cs
@@ -0,0 +1,158 @@
+using ARMeilleure.IntermediateRepresentation;
+using System;
+using System.Collections.Generic;
+using System.Diagnostics;
+
+namespace ARMeilleure.Translation
+{
+ class ControlFlowGraph
+ {
+ public BasicBlock Entry { get; }
+
+ public LinkedList<BasicBlock> Blocks { get; }
+
+ public BasicBlock[] PostOrderBlocks { get; }
+
+ public int[] PostOrderMap { get; }
+
+ public ControlFlowGraph(BasicBlock entry, LinkedList<BasicBlock> blocks)
+ {
+ Entry = entry;
+ Blocks = blocks;
+
+ RemoveUnreachableBlocks(blocks);
+
+ HashSet<BasicBlock> visited = new HashSet<BasicBlock>();
+
+ Stack<BasicBlock> 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))
+ {
+ if (block.Next != null && visited.Add(block.Next))
+ {
+ blockStack.Push(block);
+ blockStack.Push(block.Next);
+ }
+ else if (block.Branch != null && visited.Add(block.Branch))
+ {
+ blockStack.Push(block);
+ blockStack.Push(block.Branch);
+ }
+ else
+ {
+ PostOrderMap[block.Index] = index;
+
+ PostOrderBlocks[index++] = block;
+ }
+ }
+ }
+
+ private void RemoveUnreachableBlocks(LinkedList<BasicBlock> blocks)
+ {
+ HashSet<BasicBlock> visited = new HashSet<BasicBlock>();
+
+ Queue<BasicBlock> workQueue = new Queue<BasicBlock>();
+
+ visited.Add(Entry);
+
+ workQueue.Enqueue(Entry);
+
+ while (workQueue.TryDequeue(out BasicBlock block))
+ {
+ Debug.Assert(block.Index != -1, "Invalid block index.");
+
+ if (block.Next != null && visited.Add(block.Next))
+ {
+ workQueue.Enqueue(block.Next);
+ }
+
+ if (block.Branch != null && visited.Add(block.Branch))
+ {
+ workQueue.Enqueue(block.Branch);
+ }
+ }
+
+ if (visited.Count < blocks.Count)
+ {
+ // Remove unreachable blocks and renumber.
+ int index = 0;
+
+ for (LinkedListNode<BasicBlock> node = blocks.First; node != null;)
+ {
+ LinkedListNode<BasicBlock> nextNode = node.Next;
+
+ BasicBlock block = node.Value;
+
+ if (!visited.Contains(block))
+ {
+ block.Next = null;
+ block.Branch = null;
+
+ blocks.Remove(node);
+ }
+ else
+ {
+ block.Index = index++;
+ }
+
+ node = nextNode;
+ }
+ }
+ }
+
+ public BasicBlock SplitEdge(BasicBlock predecessor, BasicBlock successor)
+ {
+ BasicBlock splitBlock = new BasicBlock(Blocks.Count);
+
+ if (predecessor.Next == successor)
+ {
+ predecessor.Next = splitBlock;
+ }
+
+ if (predecessor.Branch == successor)
+ {
+ predecessor.Branch = splitBlock;
+ }
+
+ if (splitBlock.Predecessors.Count == 0)
+ {
+ throw new ArgumentException("Predecessor and successor are not connected.");
+ }
+
+ // Insert the new block on the list of blocks.
+ BasicBlock succPrev = successor.Node.Previous?.Value;
+
+ if (succPrev != null && succPrev != predecessor && succPrev.Next == successor)
+ {
+ // Can't insert after the predecessor or before the successor.
+ // Here, we insert it before the successor by also spliting another
+ // edge (the one between the block before "successor" and "successor").
+ BasicBlock splitBlock2 = new BasicBlock(splitBlock.Index + 1);
+
+ succPrev.Next = splitBlock2;
+
+ splitBlock2.Branch = successor;
+
+ splitBlock2.Operations.AddLast(new Operation(Instruction.Branch, null));
+
+ Blocks.AddBefore(successor.Node, splitBlock2);
+ }
+
+ splitBlock.Next = successor;
+
+ Blocks.AddBefore(successor.Node, splitBlock);
+
+ return splitBlock;
+ }
+ }
+} \ No newline at end of file