suyu/src/shader_recompiler/frontend/maxwell/control_flow.h

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// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <compare>
#include <optional>
#include <span>
#include <string>
#include <vector>
#include <boost/container/small_vector.hpp>
#include "shader_recompiler/environment.h"
#include "shader_recompiler/frontend/ir/condition.h"
#include "shader_recompiler/frontend/maxwell/instruction.h"
#include "shader_recompiler/frontend/maxwell/location.h"
#include "shader_recompiler/frontend/maxwell/opcode.h"
namespace Shader::Maxwell::Flow {
using BlockId = u32;
using FunctionId = size_t;
constexpr BlockId UNREACHABLE_BLOCK_ID{static_cast<u32>(-1)};
enum class EndClass {
Branch,
Exit,
Return,
Unreachable,
};
enum class Token {
SSY,
PBK,
PEXIT,
PRET,
PCNT,
PLONGJMP,
};
struct StackEntry {
auto operator<=>(const StackEntry&) const noexcept = default;
Token token;
Location target;
};
class Stack {
public:
void Push(Token token, Location target);
[[nodiscard]] std::pair<Location, Stack> Pop(Token token) const;
[[nodiscard]] std::optional<Location> Peek(Token token) const;
[[nodiscard]] Stack Remove(Token token) const;
private:
boost::container::small_vector<StackEntry, 3> entries;
};
struct Block {
[[nodiscard]] bool Contains(Location pc) const noexcept;
Location begin;
Location end;
EndClass end_class;
BlockId id;
Stack stack;
IR::Condition cond;
BlockId branch_true;
BlockId branch_false;
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boost::container::small_vector<BlockId, 4> imm_predecessors;
boost::container::small_vector<BlockId, 8> dominance_frontiers;
union {
bool post_order_visited{false};
Block* imm_dominator;
};
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};
struct Label {
Location address;
BlockId block_id;
Stack stack;
};
struct Function {
Function(Location start_address);
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void BuildBlocksMap();
void BuildImmediatePredecessors();
void BuildPostOrder();
void BuildImmediateDominators();
void BuildDominanceFrontier();
[[nodiscard]] size_t NumBlocks() const noexcept {
return static_cast<size_t>(current_block_id) + 1;
}
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Location entrypoint;
BlockId current_block_id{0};
boost::container::small_vector<Label, 16> labels;
boost::container::small_vector<u32, 0x130> blocks;
boost::container::small_vector<Block, 0x130> blocks_data;
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// Translates from BlockId to block index
boost::container::small_vector<Block*, 0x130> blocks_map;
boost::container::small_vector<u32, 0x130> post_order_blocks;
boost::container::small_vector<BlockId, 0x130> post_order_map;
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};
class CFG {
enum class AnalysisState {
Branch,
Continue,
};
public:
explicit CFG(Environment& env, Location start_address);
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CFG& operator=(const CFG&) = delete;
CFG(const CFG&) = delete;
CFG& operator=(CFG&&) = delete;
CFG(CFG&&) = delete;
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[[nodiscard]] std::string Dot() const;
[[nodiscard]] std::span<const Function> Functions() const noexcept {
return std::span(functions.data(), functions.size());
}
private:
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void VisitFunctions(Location start_address);
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void AnalyzeLabel(FunctionId function_id, Label& label);
/// Inspect already visited blocks.
/// Return true when the block has already been visited
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bool InspectVisitedBlocks(FunctionId function_id, const Label& label);
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AnalysisState AnalyzeInst(Block& block, FunctionId function_id, Location pc);
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void AnalyzeCondInst(Block& block, FunctionId function_id, Location pc, EndClass insn_end_class,
IR::Condition cond);
/// Return true when the branch instruction is confirmed to be a branch
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bool AnalyzeBranch(Block& block, FunctionId function_id, Location pc, Instruction inst,
Opcode opcode);
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void AnalyzeBRA(Block& block, FunctionId function_id, Location pc, Instruction inst,
bool is_absolute);
void AnalyzeBRX(Block& block, Location pc, Instruction inst, bool is_absolute);
void AnalyzeCAL(Location pc, Instruction inst, bool is_absolute);
AnalysisState AnalyzeEXIT(Block& block, FunctionId function_id, Location pc, Instruction inst);
/// Return the branch target block id
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BlockId AddLabel(const Block& block, Stack stack, Location pc, FunctionId function_id);
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Environment& env;
boost::container::small_vector<Function, 1> functions;
FunctionId current_function_id{0};
};
} // namespace Shader::Maxwell::Flow