Ryujinx/ARMeilleure/CodeGen/RegisterAllocators/HybridAllocator.cs

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Add a new JIT compiler for CPU code (#693) * Start of the ARMeilleure project * Refactoring around the old IRAdapter, now renamed to PreAllocator * Optimize the LowestBitSet method * Add CLZ support and fix CLS implementation * Add missing Equals and GetHashCode overrides on some structs, misc small tweaks * Implement the ByteSwap IR instruction, and some refactoring on the assembler * Implement the DivideUI IR instruction and fix 64-bits IDIV * Correct constant operand type on CSINC * Move division instructions implementation to InstEmitDiv * Fix destination type for the ConditionalSelect IR instruction * Implement UMULH and SMULH, with new IR instructions * Fix some issues with shift instructions * Fix constant types for BFM instructions * Fix up new tests using the new V128 struct * Update tests * Move DIV tests to a separate file * Add support for calls, and some instructions that depends on them * Start adding support for SIMD & FP types, along with some of the related ARM instructions * Fix some typos and the divide instruction with FP operands * Fix wrong method call on Clz_V * Implement ARM FP & SIMD move instructions, Saddlv_V, and misc. fixes * Implement SIMD logical instructions and more misc. fixes * Fix PSRAD x86 instruction encoding, TRN, UABD and UABDL implementations * Implement float conversion instruction, merge in LDj3SNuD fixes, and some other misc. fixes * Implement SIMD shift instruction and fix Dup_V * Add SCVTF and UCVTF (vector, fixed-point) variants to the opcode table * Fix check with tolerance on tester * Implement FP & SIMD comparison instructions, and some fixes * Update FCVT (Scalar) encoding on the table to support the Half-float variants * Support passing V128 structs, some cleanup on the register allocator, merge LDj3SNuD fixes * Use old memory access methods, made a start on SIMD memory insts support, some fixes * Fix float constant passed to functions, save and restore non-volatile XMM registers, other fixes * Fix arguments count with struct return values, other fixes * More instructions * Misc. fixes and integrate LDj3SNuD fixes * Update tests * Add a faster linear scan allocator, unwinding support on windows, and other changes * Update Ryujinx.HLE * Update Ryujinx.Graphics * Fix V128 return pointer passing, RCX is clobbered * Update Ryujinx.Tests * Update ITimeZoneService * Stop using GetFunctionPointer as that can't be called from native code, misc. fixes and tweaks * Use generic GetFunctionPointerForDelegate method and other tweaks * Some refactoring on the code generator, assert on invalid operations and use a separate enum for intrinsics * Remove some unused code on the assembler * Fix REX.W prefix regression on float conversion instructions, add some sort of profiler * Add hardware capability detection * Fix regression on Sha1h and revert Fcm** changes * Add SSE2-only paths on vector extract and insert, some refactoring on the pre-allocator * Fix silly mistake introduced on last commit on CpuId * Generate inline stack probes when the stack allocation is too large * Initial support for the System-V ABI * Support multiple destination operands * Fix SSE2 VectorInsert8 path, and other fixes * Change placement of XMM callee save and restore code to match other compilers * Rename Dest to Destination and Inst to Instruction * Fix a regression related to calls and the V128 type * Add an extra space on comments to match code style * Some refactoring * Fix vector insert FP32 SSE2 path * Port over the ARM32 instructions * Avoid memory protection races on JIT Cache * Another fix on VectorInsert FP32 (thanks to LDj3SNuD * Float operands don't need to use the same register when VEX is supported * Add a new register allocator, higher quality code for hot code (tier up), and other tweaks * Some nits, small improvements on the pre allocator * CpuThreadState is gone * Allow changing CPU emulators with a config entry * Add runtime identifiers on the ARMeilleure project * Allow switching between CPUs through a config entry (pt. 2) * Change win10-x64 to win-x64 on projects * Update the Ryujinx project to use ARMeilleure * Ensure that the selected register is valid on the hybrid allocator * Allow exiting on returns to 0 (should fix test regression) * Remove register assignments for most used variables on the hybrid allocator * Do not use fixed registers as spill temp * Add missing namespace and remove unneeded using * Address PR feedback * Fix types, etc * Enable AssumeStrictAbiCompliance by default * Ensure that Spill and Fill don't load or store any more than necessary
2019-08-08 18:56:22 +00:00
using ARMeilleure.Common;
using ARMeilleure.IntermediateRepresentation;
using ARMeilleure.Translation;
using System.Collections.Generic;
using System.Diagnostics;
using static ARMeilleure.IntermediateRepresentation.OperandHelper;
namespace ARMeilleure.CodeGen.RegisterAllocators
{
class HybridAllocator : IRegisterAllocator
{
private const int RegistersCount = 16;
private const int MaxIROperands = 4;
private struct BlockInfo
{
public bool HasCall { get; }
public int IntFixedRegisters { get; }
public int VecFixedRegisters { get; }
public BlockInfo(bool hasCall, int intFixedRegisters, int vecFixedRegisters)
{
HasCall = hasCall;
IntFixedRegisters = intFixedRegisters;
VecFixedRegisters = vecFixedRegisters;
}
}
private class LocalInfo
{
public int Uses { get; set; }
public int UseCount { get; set; }
public bool PreAllocated { get; set; }
public int Register { get; set; }
public int SpillOffset { get; set; }
public int Sequence { get; set; }
public Operand Temp { get; set; }
public OperandType Type { get; }
private int _first;
private int _last;
public bool IsBlockLocal => _first == _last;
public LocalInfo(OperandType type, int uses)
{
Uses = uses;
Type = type;
_first = -1;
_last = -1;
}
public void SetBlockIndex(int blkIndex)
{
if (_first == -1 || blkIndex < _first)
{
_first = blkIndex;
}
if (_last == -1 || blkIndex > _last)
{
_last = blkIndex;
}
}
}
public AllocationResult RunPass(
ControlFlowGraph cfg,
StackAllocator stackAlloc,
RegisterMasks regMasks)
{
int intUsedRegisters = 0;
int vecUsedRegisters = 0;
int intFreeRegisters = regMasks.IntAvailableRegisters;
int vecFreeRegisters = regMasks.VecAvailableRegisters;
BlockInfo[] blockInfo = new BlockInfo[cfg.Blocks.Count];
List<LocalInfo> locInfo = new List<LocalInfo>();
for (int index = cfg.PostOrderBlocks.Length - 1; index >= 0; index--)
{
BasicBlock block = cfg.PostOrderBlocks[index];
int intFixedRegisters = 0;
int vecFixedRegisters = 0;
bool hasCall = false;
foreach (Node node in block.Operations)
{
if (node is Operation operation && operation.Instruction == Instruction.Call)
{
hasCall = true;
}
for (int srcIndex = 0; srcIndex < node.SourcesCount; srcIndex++)
{
Operand source = node.GetSource(srcIndex);
if (source.Kind == OperandKind.LocalVariable)
{
locInfo[source.AsInt32() - 1].SetBlockIndex(block.Index);
}
}
for (int dstIndex = 0; dstIndex < node.DestinationsCount; dstIndex++)
{
Operand dest = node.GetDestination(dstIndex);
if (dest.Kind == OperandKind.LocalVariable)
{
LocalInfo info;
if (dest.Value != 0)
{
info = locInfo[dest.AsInt32() - 1];
}
else
{
dest.NumberLocal(locInfo.Count + 1);
info = new LocalInfo(dest.Type, UsesCount(dest));
locInfo.Add(info);
}
info.SetBlockIndex(block.Index);
}
else if (dest.Kind == OperandKind.Register)
{
if (dest.Type.IsInteger())
{
intFixedRegisters |= 1 << dest.GetRegister().Index;
}
else
{
vecFixedRegisters |= 1 << dest.GetRegister().Index;
}
}
}
}
blockInfo[block.Index] = new BlockInfo(hasCall, intFixedRegisters, vecFixedRegisters);
}
int sequence = 0;
for (int index = cfg.PostOrderBlocks.Length - 1; index >= 0; index--)
{
BasicBlock block = cfg.PostOrderBlocks[index];
BlockInfo blkInfo = blockInfo[block.Index];
int intLocalFreeRegisters = intFreeRegisters & ~blkInfo.IntFixedRegisters;
int vecLocalFreeRegisters = vecFreeRegisters & ~blkInfo.VecFixedRegisters;
int intCallerSavedRegisters = blkInfo.HasCall ? regMasks.IntCallerSavedRegisters : 0;
int vecCallerSavedRegisters = blkInfo.HasCall ? regMasks.VecCallerSavedRegisters : 0;
int intSpillTempRegisters = SelectSpillTemps(
intCallerSavedRegisters & ~blkInfo.IntFixedRegisters,
intLocalFreeRegisters);
int vecSpillTempRegisters = SelectSpillTemps(
vecCallerSavedRegisters & ~blkInfo.VecFixedRegisters,
vecLocalFreeRegisters);
intLocalFreeRegisters &= ~(intSpillTempRegisters | intCallerSavedRegisters);
vecLocalFreeRegisters &= ~(vecSpillTempRegisters | vecCallerSavedRegisters);
for (LinkedListNode<Node> llNode = block.Operations.First; llNode != null; llNode = llNode.Next)
{
Node node = llNode.Value;
int intLocalUse = 0;
int vecLocalUse = 0;
for (int srcIndex = 0; srcIndex < node.SourcesCount; srcIndex++)
{
Operand source = node.GetSource(srcIndex);
if (source.Kind != OperandKind.LocalVariable)
{
continue;
}
LocalInfo info = locInfo[source.AsInt32() - 1];
info.UseCount++;
Debug.Assert(info.UseCount <= info.Uses);
if (info.Register != -1)
{
node.SetSource(srcIndex, Register(info.Register, source.Type.ToRegisterType(), source.Type));
if (info.UseCount == info.Uses && !info.PreAllocated)
{
if (source.Type.IsInteger())
{
intLocalFreeRegisters |= 1 << info.Register;
}
else
{
vecLocalFreeRegisters |= 1 << info.Register;
}
}
}
else
{
Operand temp = info.Temp;
if (temp == null || info.Sequence != sequence)
{
temp = source.Type.IsInteger()
? GetSpillTemp(source, intSpillTempRegisters, ref intLocalUse)
: GetSpillTemp(source, vecSpillTempRegisters, ref vecLocalUse);
info.Sequence = sequence;
info.Temp = temp;
}
node.SetSource(srcIndex, temp);
Operation fillOp = new Operation(Instruction.Fill, temp, Const(info.SpillOffset));
block.Operations.AddBefore(llNode, fillOp);
}
}
int intLocalAsg = 0;
int vecLocalAsg = 0;
for (int dstIndex = 0; dstIndex < node.DestinationsCount; dstIndex++)
{
Operand dest = node.GetDestination(dstIndex);
if (dest.Kind != OperandKind.LocalVariable)
{
continue;
}
LocalInfo info = locInfo[dest.AsInt32() - 1];
if (info.UseCount == 0 && !info.PreAllocated)
{
int mask = dest.Type.IsInteger()
? intLocalFreeRegisters
: vecLocalFreeRegisters;
if (info.IsBlockLocal && mask != 0)
{
int selectedReg = BitUtils.LowestBitSet(mask);
info.Register = selectedReg;
if (dest.Type.IsInteger())
{
intLocalFreeRegisters &= ~(1 << selectedReg);
intUsedRegisters |= 1 << selectedReg;
}
else
{
vecLocalFreeRegisters &= ~(1 << selectedReg);
vecUsedRegisters |= 1 << selectedReg;
}
}
else
{
info.Register = -1;
info.SpillOffset = stackAlloc.Allocate(dest.Type.GetSizeInBytes());
}
}
info.UseCount++;
Debug.Assert(info.UseCount <= info.Uses);
if (info.Register != -1)
{
node.SetDestination(dstIndex, Register(info.Register, dest.Type.ToRegisterType(), dest.Type));
}
else
{
Operand temp = info.Temp;
if (temp == null || info.Sequence != sequence)
{
temp = dest.Type.IsInteger()
? GetSpillTemp(dest, intSpillTempRegisters, ref intLocalAsg)
: GetSpillTemp(dest, vecSpillTempRegisters, ref vecLocalAsg);
info.Sequence = sequence;
info.Temp = temp;
}
node.SetDestination(dstIndex, temp);
Operation spillOp = new Operation(Instruction.Spill, null, Const(info.SpillOffset), temp);
llNode = block.Operations.AddAfter(llNode, spillOp);
}
}
sequence++;
intUsedRegisters |= intLocalAsg | intLocalUse;
vecUsedRegisters |= vecLocalAsg | vecLocalUse;
}
}
return new AllocationResult(intUsedRegisters, vecUsedRegisters, stackAlloc.TotalSize);
}
private static int SelectSpillTemps(int mask0, int mask1)
{
int selection = 0;
int count = 0;
while (count < MaxIROperands && mask0 != 0)
{
int mask = mask0 & -mask0;
selection |= mask;
mask0 &= ~mask;
count++;
}
while (count < MaxIROperands && mask1 != 0)
{
int mask = mask1 & -mask1;
selection |= mask;
mask1 &= ~mask;
count++;
}
Debug.Assert(count == MaxIROperands, "No enough registers for spill temps.");
return selection;
}
private static Operand GetSpillTemp(Operand local, int freeMask, ref int useMask)
{
int selectedReg = BitUtils.LowestBitSet(freeMask & ~useMask);
useMask |= 1 << selectedReg;
return Register(selectedReg, local.Type.ToRegisterType(), local.Type);
}
private static int UsesCount(Operand local)
{
return local.Assignments.Count + local.Uses.Count;
}
private static IEnumerable<BasicBlock> Successors(BasicBlock block)
{
if (block.Next != null)
{
yield return block.Next;
}
if (block.Branch != null)
{
yield return block.Branch;
}
}
}
}