diff options
author | gdkchan <gab.dark.100@gmail.com> | 2019-08-08 15:56:22 -0300 |
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committer | emmauss <emmausssss@gmail.com> | 2019-08-08 21:56:22 +0300 |
commit | a731ab3a2aad56e6ceb8b4e2444a61353246295c (patch) | |
tree | c7f13f51bfec6b19431e62167811ae31e9d2fea9 /ARMeilleure/Translation/ControlFlowGraph.cs | |
parent | 1ba58e9942e54175e3f3a0e1d57a48537f4888b1 (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.cs | 158 |
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; + } + } +}
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