ryujinx/Ryujinx/Cpu/Translation/ALocalAlloc.cs
2018-02-04 20:08:20 -03:00

231 lines
7.8 KiB
C#

using System.Collections.Generic;
namespace ChocolArm64.Translation
{
class ALocalAlloc
{
private class PathIo
{
private Dictionary<AILBlock, long> AllInputs;
private Dictionary<AILBlock, long> CmnOutputs;
private long AllOutputs;
public PathIo()
{
AllInputs = new Dictionary<AILBlock, long>();
CmnOutputs = new Dictionary<AILBlock, long>();
}
public PathIo(AILBlock Root, long Inputs, long Outputs) : this()
{
Set(Root, Inputs, Outputs);
}
public void Set(AILBlock 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(AILBlock Root)
{
if (AllInputs.TryGetValue(Root, out long Inputs))
{
return Inputs | (AllOutputs & ~CmnOutputs[Root]);
}
return 0;
}
public long GetOutputs()
{
return AllOutputs;
}
}
private Dictionary<AILBlock, PathIo> IntPaths;
private Dictionary<AILBlock, PathIo> VecPaths;
private struct BlockIo
{
public AILBlock Block;
public AILBlock Entry;
public long IntInputs;
public long VecInputs;
public long IntOutputs;
public long VecOutputs;
}
private const int MaxOptGraphLength = 120;
public ALocalAlloc(AILBlock[] Graph, AILBlock Root)
{
IntPaths = new Dictionary<AILBlock, PathIo>();
VecPaths = new Dictionary<AILBlock, PathIo>();
if (Graph.Length < MaxOptGraphLength)
{
InitializeOptimal(Graph, Root);
}
else
{
InitializeFast(Graph);
}
}
private void InitializeOptimal(AILBlock[] Graph, AILBlock 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(AILBlock Block, bool RetTarget)
{
BlockIo BlkIO = new BlockIo() { Block = Block };
if (RetTarget)
{
BlkIO.Entry = Block;
BlkIO.IntInputs = 0;
BlkIO.VecInputs = 0;
BlkIO.IntOutputs = 0;
BlkIO.VecOutputs = 0;
}
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(AILBlock[] Graph)
{
//This is WAY faster than InitializeOptimal, but results in
//uneeded loads and stores, so the resulting code will be slower.
long IntInputs = 0;
long IntOutputs = 0;
long VecInputs = 0;
long VecOutputs = 0;
foreach (AILBlock 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.
IntInputs |= IntOutputs;
VecInputs |= VecOutputs;
foreach (AILBlock Block in Graph)
{
IntPaths.Add(Block, new PathIo(Block, IntInputs, IntOutputs));
VecPaths.Add(Block, new PathIo(Block, VecInputs, VecOutputs));
}
}
public long GetIntInputs(AILBlock Root) => GetInputsImpl(Root, IntPaths.Values);
public long GetVecInputs(AILBlock Root) => GetInputsImpl(Root, VecPaths.Values);
private long GetInputsImpl(AILBlock Root, IEnumerable<PathIo> Values)
{
long Inputs = 0;
foreach (PathIo Path in Values)
{
Inputs |= Path.GetInputs(Root);
}
return Inputs;
}
public long GetIntOutputs(AILBlock Block) => IntPaths[Block].GetOutputs();
public long GetVecOutputs(AILBlock Block) => VecPaths[Block].GetOutputs();
}
}