Ryujinx/ChocolArm64/Translation/LocalAlloc.cs
Alex Barney 9cb57fb4bb Adjust naming conventions for Ryujinx and ChocolArm64 projects (#484)
* Change naming convention for Ryujinx project

* Change naming convention for ChocolArm64 project

* Fix NaN

* Remove unneeded this. from Ryujinx project

* Adjust naming from new PRs

* Name changes based on feedback

* How did this get removed?

* Rebasing fix

* Change FP enum case

* Remove prefix from ChocolArm64 classes - Part 1

* Remove prefix from ChocolArm64 classes - Part 2

* Fix alignment from last commit's renaming

* Rename namespaces

* Rename stragglers

* Fix alignment

* Rename OpCode class

* Missed a few

* Adjust alignment
2018-10-30 22:43:02 -03:00

229 lines
7.7 KiB
C#

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;
}
private const int MaxOptGraphLength = 40;
public LocalAlloc(ILBlock[] graph, ILBlock root)
{
_intPaths = new Dictionary<ILBlock, PathIo>();
_vecPaths = new Dictionary<ILBlock, PathIo>();
if (graph.Length > 1 &&
graph.Length < MaxOptGraphLength)
{
InitializeOptimal(graph, root);
}
else
{
InitializeFast(graph);
}
}
private void InitializeOptimal(ILBlock[] graph, ILBlock root)
{
//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 root, 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 = root,
Entry = root
});
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 blkIO = new BlockIo() { Block = block };
if (retTarget)
{
blkIO.Entry = block;
}
else
{
blkIO.Entry = current.Entry;
blkIO.IntInputs = current.IntInputs;
blkIO.VecInputs = current.VecInputs;
blkIO.IntOutputs = current.IntOutputs;
blkIO.VecOutputs = current.VecOutputs;
}
Enqueue(blkIO);
}
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
//uneeded 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();
}
}