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using System.Collections.Generic;
namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
{
class BasicBlock
{
public int Index { get; set; }
public LinkedList<INode> Operations { get; }
private BasicBlock _next;
private BasicBlock _branch;
public BasicBlock Next
{
get => _next;
set => _next = AddSuccessor(_next, value);
}
public BasicBlock Branch
{
get => _branch;
set => _branch = AddSuccessor(_branch, value);
}
public bool HasBranch => _branch != null;
public bool Reachable => Index == 0 || Predecessors.Count != 0;
public List<BasicBlock> Predecessors { get; }
public HashSet<BasicBlock> DominanceFrontiers { get; }
public BasicBlock ImmediateDominator { get; set; }
public BasicBlock()
{
Operations = new LinkedList<INode>();
Predecessors = new List<BasicBlock>();
DominanceFrontiers = new HashSet<BasicBlock>();
}
public BasicBlock(int index) : this()
{
Index = index;
}
private BasicBlock AddSuccessor(BasicBlock oldBlock, BasicBlock newBlock)
{
oldBlock?.Predecessors.Remove(this);
newBlock?.Predecessors.Add(this);
return newBlock;
}
public INode GetLastOp()
{
return Operations.Last?.Value;
}
public void Append(INode node)
{
INode lastOp = GetLastOp();
if (lastOp is Operation operation && IsControlFlowInst(operation.Inst))
{
Operations.AddBefore(Operations.Last, node);
}
else
{
Operations.AddLast(node);
}
}
private static bool IsControlFlowInst(Instruction inst)
{
switch (inst)
{
case Instruction.Branch:
case Instruction.BranchIfFalse:
case Instruction.BranchIfTrue:
case Instruction.Discard:
case Instruction.Return:
return true;
}
return false;
}
}
}
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