2021-01-09 06:30:07 +00:00
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <compare>
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#include <optional>
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#include <span>
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#include <string>
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#include <vector>
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#include <boost/container/small_vector.hpp>
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#include <boost/intrusive/set.hpp>
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#include "shader_recompiler/environment.h"
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#include "shader_recompiler/frontend/ir/condition.h"
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#include "shader_recompiler/frontend/maxwell/instruction.h"
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#include "shader_recompiler/frontend/maxwell/location.h"
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#include "shader_recompiler/frontend/maxwell/opcodes.h"
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#include "shader_recompiler/object_pool.h"
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namespace Shader::Maxwell::Flow {
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struct Block;
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using FunctionId = size_t;
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enum class EndClass {
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Branch,
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IndirectBranch,
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Call,
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Exit,
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Return,
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Kill,
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};
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enum class Token {
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SSY,
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PBK,
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PEXIT,
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PRET,
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PCNT,
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PLONGJMP,
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};
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struct StackEntry {
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auto operator<=>(const StackEntry&) const noexcept = default;
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Token token;
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Location target;
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};
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class Stack {
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public:
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void Push(Token token, Location target);
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[[nodiscard]] std::pair<Location, Stack> Pop(Token token) const;
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[[nodiscard]] std::optional<Location> Peek(Token token) const;
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[[nodiscard]] Stack Remove(Token token) const;
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private:
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boost::container::small_vector<StackEntry, 3> entries;
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};
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struct IndirectBranch {
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Block* block;
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u32 address;
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};
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struct Block : boost::intrusive::set_base_hook<
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// Normal link is ~2.5% faster compared to safe link
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boost::intrusive::link_mode<boost::intrusive::normal_link>> {
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[[nodiscard]] bool Contains(Location pc) const noexcept;
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bool operator<(const Block& rhs) const noexcept {
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return begin < rhs.begin;
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}
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Location begin;
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Location end;
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EndClass end_class{};
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IR::Condition cond{};
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Stack stack;
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Block* branch_true{};
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Block* branch_false{};
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FunctionId function_call{};
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Block* return_block{};
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IR::Reg branch_reg{};
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s32 branch_offset{};
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std::vector<IndirectBranch> indirect_branches;
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};
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struct Label {
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Location address;
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Block* block;
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Stack stack;
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};
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struct Function {
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explicit Function(ObjectPool<Block>& block_pool, Location start_address);
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Location entrypoint;
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boost::container::small_vector<Label, 16> labels;
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boost::intrusive::set<Block> blocks;
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};
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class CFG {
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enum class AnalysisState {
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Branch,
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Continue,
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};
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public:
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explicit CFG(Environment& env, ObjectPool<Block>& block_pool, Location start_address,
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bool exits_to_dispatcher = false);
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CFG& operator=(const CFG&) = delete;
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CFG(const CFG&) = delete;
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CFG& operator=(CFG&&) = delete;
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CFG(CFG&&) = delete;
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[[nodiscard]] std::string Dot() const;
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[[nodiscard]] std::span<const Function> Functions() const noexcept {
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return std::span(functions.data(), functions.size());
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}
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[[nodiscard]] std::span<Function> Functions() noexcept {
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return std::span(functions.data(), functions.size());
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}
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[[nodiscard]] bool ExitsToDispatcher() const {
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return exits_to_dispatcher;
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}
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private:
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void AnalyzeLabel(FunctionId function_id, Label& label);
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/// Inspect already visited blocks.
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/// 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,
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IR::Condition cond);
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/// 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,
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Opcode opcode);
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void AnalyzeBRA(Block* block, FunctionId function_id, Location pc, Instruction inst,
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bool is_absolute);
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AnalysisState AnalyzeBRX(Block* block, Location pc, Instruction inst, bool is_absolute,
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FunctionId function_id);
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AnalysisState AnalyzeEXIT(Block* block, FunctionId function_id, Location pc, Instruction inst);
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/// Return the branch target block id
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Block* AddLabel(Block* block, Stack stack, Location pc, FunctionId function_id);
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Environment& env;
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ObjectPool<Block>& block_pool;
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boost::container::small_vector<Function, 1> functions;
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FunctionId current_function_id{0};
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Location program_start;
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bool exits_to_dispatcher{};
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Block* dispatch_block{};
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};
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} // namespace Shader::Maxwell::Flow
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