mirror of
https://github.com/GreemDev/Ryujinx.git
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3edb66f389
* Add background translation to the CPU * Do not use a separate thread for translation, implement 2 tiers translation * Remove unnecessary usings * Lower MinCallCountForReJit * Remove unused variable
229 lines
7.7 KiB
C#
229 lines
7.7 KiB
C#
using System.Collections.Generic;
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namespace ChocolArm64.Translation
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{
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class ALocalAlloc
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{
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private class PathIo
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{
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private Dictionary<AILBlock, long> AllInputs;
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private Dictionary<AILBlock, long> CmnOutputs;
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private long AllOutputs;
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public PathIo()
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{
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AllInputs = new Dictionary<AILBlock, long>();
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CmnOutputs = new Dictionary<AILBlock, long>();
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}
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public PathIo(AILBlock Root, long Inputs, long Outputs) : this()
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{
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Set(Root, Inputs, Outputs);
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}
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public void Set(AILBlock Root, long Inputs, long Outputs)
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{
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if (!AllInputs.TryAdd(Root, Inputs))
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{
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AllInputs[Root] |= Inputs;
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}
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if (!CmnOutputs.TryAdd(Root, Outputs))
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{
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CmnOutputs[Root] &= Outputs;
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}
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AllOutputs |= Outputs;
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}
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public long GetInputs(AILBlock Root)
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{
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if (AllInputs.TryGetValue(Root, out long Inputs))
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{
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return Inputs | (AllOutputs & ~CmnOutputs[Root]);
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}
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return 0;
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}
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public long GetOutputs()
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{
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return AllOutputs;
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}
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}
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private Dictionary<AILBlock, PathIo> IntPaths;
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private Dictionary<AILBlock, PathIo> VecPaths;
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private struct BlockIo
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{
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public AILBlock Block;
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public AILBlock Entry;
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public long IntInputs;
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public long VecInputs;
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public long IntOutputs;
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public long VecOutputs;
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}
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private const int MaxOptGraphLength = 40;
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public ALocalAlloc(AILBlock[] Graph, AILBlock Root)
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{
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IntPaths = new Dictionary<AILBlock, PathIo>();
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VecPaths = new Dictionary<AILBlock, PathIo>();
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if (Graph.Length > 1 &&
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Graph.Length < MaxOptGraphLength)
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{
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InitializeOptimal(Graph, Root);
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}
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else
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{
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InitializeFast(Graph);
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}
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}
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private void InitializeOptimal(AILBlock[] Graph, AILBlock Root)
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{
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//This will go through all possible paths on the graph,
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//and store all inputs/outputs for each block. A register
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//that was previously written to already is not considered an input.
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//When a block can be reached by more than one path, then the
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//output from all paths needs to be set for this block, and
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//only outputs present in all of the parent blocks can be considered
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//when doing input elimination. Each block chain have a root, that's where
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//the code starts executing. They are present on the subroutine start point,
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//and on call return points too (address written to X30 by BL).
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HashSet<BlockIo> Visited = new HashSet<BlockIo>();
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Queue<BlockIo> Unvisited = new Queue<BlockIo>();
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void Enqueue(BlockIo Block)
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{
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if (!Visited.Contains(Block))
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{
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Unvisited.Enqueue(Block);
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Visited.Add(Block);
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}
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}
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Enqueue(new BlockIo()
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{
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Block = Root,
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Entry = Root
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});
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while (Unvisited.Count > 0)
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{
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BlockIo Current = Unvisited.Dequeue();
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Current.IntInputs |= Current.Block.IntInputs & ~Current.IntOutputs;
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Current.VecInputs |= Current.Block.VecInputs & ~Current.VecOutputs;
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Current.IntOutputs |= Current.Block.IntOutputs;
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Current.VecOutputs |= Current.Block.VecOutputs;
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//Check if this is a exit block
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//(a block that returns or calls another sub).
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if ((Current.Block.Next == null &&
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Current.Block.Branch == null) || Current.Block.HasStateStore)
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{
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if (!IntPaths.TryGetValue(Current.Block, out PathIo IntPath))
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{
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IntPaths.Add(Current.Block, IntPath = new PathIo());
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}
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if (!VecPaths.TryGetValue(Current.Block, out PathIo VecPath))
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{
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VecPaths.Add(Current.Block, VecPath = new PathIo());
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}
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IntPath.Set(Current.Entry, Current.IntInputs, Current.IntOutputs);
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VecPath.Set(Current.Entry, Current.VecInputs, Current.VecOutputs);
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}
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void EnqueueFromCurrent(AILBlock Block, bool RetTarget)
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{
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BlockIo BlkIO = new BlockIo() { Block = Block };
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if (RetTarget)
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{
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BlkIO.Entry = Block;
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}
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else
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{
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BlkIO.Entry = Current.Entry;
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BlkIO.IntInputs = Current.IntInputs;
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BlkIO.VecInputs = Current.VecInputs;
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BlkIO.IntOutputs = Current.IntOutputs;
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BlkIO.VecOutputs = Current.VecOutputs;
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}
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Enqueue(BlkIO);
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}
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if (Current.Block.Next != null)
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{
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EnqueueFromCurrent(Current.Block.Next, Current.Block.HasStateStore);
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}
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if (Current.Block.Branch != null)
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{
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EnqueueFromCurrent(Current.Block.Branch, false);
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}
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}
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}
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private void InitializeFast(AILBlock[] Graph)
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{
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//This is WAY faster than InitializeOptimal, but results in
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//uneeded loads and stores, so the resulting code will be slower.
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long IntInputs = 0, IntOutputs = 0;
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long VecInputs = 0, VecOutputs = 0;
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foreach (AILBlock Block in Graph)
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{
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IntInputs |= Block.IntInputs;
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IntOutputs |= Block.IntOutputs;
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VecInputs |= Block.VecInputs;
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VecOutputs |= Block.VecOutputs;
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}
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//It's possible that not all code paths writes to those output registers,
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//in those cases if we attempt to write an output registers that was
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//not written, we will be just writing zero and messing up the old register value.
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//So we just need to ensure that all outputs are loaded.
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if (Graph.Length > 1)
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{
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IntInputs |= IntOutputs;
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VecInputs |= VecOutputs;
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}
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foreach (AILBlock Block in Graph)
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{
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IntPaths.Add(Block, new PathIo(Block, IntInputs, IntOutputs));
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VecPaths.Add(Block, new PathIo(Block, VecInputs, VecOutputs));
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}
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}
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public long GetIntInputs(AILBlock Root) => GetInputsImpl(Root, IntPaths.Values);
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public long GetVecInputs(AILBlock Root) => GetInputsImpl(Root, VecPaths.Values);
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private long GetInputsImpl(AILBlock Root, IEnumerable<PathIo> Values)
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{
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long Inputs = 0;
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foreach (PathIo Path in Values)
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{
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Inputs |= Path.GetInputs(Root);
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}
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return Inputs;
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}
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public long GetIntOutputs(AILBlock Block) => IntPaths[Block].GetOutputs();
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public long GetVecOutputs(AILBlock Block) => VecPaths[Block].GetOutputs();
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}
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} |