New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
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using Ryujinx.Graphics.Gal;
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using Ryujinx.Graphics.Shader.Instructions;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection.Emit;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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namespace Ryujinx.Graphics.Shader.Decoders
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{
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static class Decoder
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{
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private const long HeaderSize = 0x50;
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private delegate object OpActivator(InstEmitter emitter, ulong address, long opCode);
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private static ConcurrentDictionary<Type, OpActivator> _opActivators;
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static Decoder()
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{
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_opActivators = new ConcurrentDictionary<Type, OpActivator>();
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}
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public static Block[] Decode(IGalMemory memory, ulong address)
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{
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List<Block> blocks = new List<Block>();
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Queue<Block> workQueue = new Queue<Block>();
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Dictionary<ulong, Block> visited = new Dictionary<ulong, Block>();
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Block GetBlock(ulong blkAddress)
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{
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if (!visited.TryGetValue(blkAddress, out Block block))
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{
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block = new Block(blkAddress);
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workQueue.Enqueue(block);
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visited.Add(blkAddress, block);
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}
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return block;
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}
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ulong startAddress = address + HeaderSize;
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GetBlock(startAddress);
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while (workQueue.TryDequeue(out Block currBlock))
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{
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2019-07-02 02:39:22 +00:00
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// Check if the current block is inside another block.
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
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if (BinarySearch(blocks, currBlock.Address, out int nBlkIndex))
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{
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Block nBlock = blocks[nBlkIndex];
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if (nBlock.Address == currBlock.Address)
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{
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throw new InvalidOperationException("Found duplicate block address on the list.");
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}
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nBlock.Split(currBlock);
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blocks.Insert(nBlkIndex + 1, currBlock);
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continue;
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}
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2019-07-02 02:39:22 +00:00
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// If we have a block after the current one, set the limit address.
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
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ulong limitAddress = ulong.MaxValue;
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if (nBlkIndex != blocks.Count)
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{
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Block nBlock = blocks[nBlkIndex];
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int nextIndex = nBlkIndex + 1;
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if (nBlock.Address < currBlock.Address && nextIndex < blocks.Count)
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{
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limitAddress = blocks[nextIndex].Address;
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}
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else if (nBlock.Address > currBlock.Address)
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{
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limitAddress = blocks[nBlkIndex].Address;
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}
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}
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FillBlock(memory, currBlock, limitAddress, startAddress);
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if (currBlock.OpCodes.Count != 0)
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{
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foreach (OpCodeSsy ssyOp in currBlock.SsyOpCodes)
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{
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GetBlock(ssyOp.GetAbsoluteAddress());
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}
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2019-07-02 02:39:22 +00:00
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// Set child blocks. "Branch" is the block the branch instruction
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// points to (when taken), "Next" is the block at the next address,
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// executed when the branch is not taken. For Unconditional Branches
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// or end of program, Next is null.
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
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OpCode lastOp = currBlock.GetLastOp();
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if (lastOp is OpCodeBranch op)
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{
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currBlock.Branch = GetBlock(op.GetAbsoluteAddress());
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}
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if (!IsUnconditionalBranch(lastOp))
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{
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currBlock.Next = GetBlock(currBlock.EndAddress);
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}
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}
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2019-07-02 02:39:22 +00:00
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// Insert the new block on the list (sorted by address).
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
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if (blocks.Count != 0)
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{
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Block nBlock = blocks[nBlkIndex];
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blocks.Insert(nBlkIndex + (nBlock.Address < currBlock.Address ? 1 : 0), currBlock);
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}
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else
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{
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blocks.Add(currBlock);
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}
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}
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foreach (Block ssyBlock in blocks.Where(x => x.SsyOpCodes.Count != 0))
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{
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for (int ssyIndex = 0; ssyIndex < ssyBlock.SsyOpCodes.Count; ssyIndex++)
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{
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PropagateSsy(visited, ssyBlock, ssyIndex);
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}
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}
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return blocks.ToArray();
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}
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private static bool BinarySearch(List<Block> blocks, ulong address, out int index)
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{
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index = 0;
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int left = 0;
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int right = blocks.Count - 1;
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while (left <= right)
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{
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int size = right - left;
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int middle = left + (size >> 1);
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Block block = blocks[middle];
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index = middle;
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if (address >= block.Address && address < block.EndAddress)
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{
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return true;
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}
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if (address < block.Address)
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{
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right = middle - 1;
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}
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else
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{
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left = middle + 1;
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}
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}
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return false;
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}
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private static void FillBlock(
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IGalMemory memory,
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Block block,
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ulong limitAddress,
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ulong startAddress)
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{
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ulong address = block.Address;
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do
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{
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if (address >= limitAddress)
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{
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break;
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}
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|
2019-07-02 02:39:22 +00:00
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// Ignore scheduling instructions, which are written every 32 bytes.
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
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if (((address - startAddress) & 0x1f) == 0)
|
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{
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address += 8;
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continue;
|
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}
|
|
|
|
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uint word0 = (uint)memory.ReadInt32((long)(address + 0));
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|
uint word1 = (uint)memory.ReadInt32((long)(address + 4));
|
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|
|
|
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ulong opAddress = address;
|
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|
|
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address += 8;
|
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|
|
|
|
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long opCode = word0 | (long)word1 << 32;
|
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|
|
|
|
|
|
(InstEmitter emitter, Type opCodeType) = OpCodeTable.GetEmitter(opCode);
|
|
|
|
|
|
|
|
if (emitter == null)
|
|
|
|
{
|
2019-07-02 02:39:22 +00:00
|
|
|
// TODO: Warning, illegal encoding.
|
New shader translator implementation (#654)
* Start implementing a new shader translator
* Fix shift instructions and a typo
* Small refactoring on StructuredProgram, move RemovePhis method to a separate class
* Initial geometry shader support
* Implement TLD4
* Fix -- There's no negation on FMUL32I
* Add constant folding and algebraic simplification optimizations, nits
* Some leftovers from constant folding
* Avoid cast for constant assignments
* Add a branch elimination pass, and misc small fixes
* Remove redundant branches, add expression propagation and other improvements on the code
* Small leftovers -- add missing break and continue, remove unused properties, other improvements
* Add null check to handle empty block cases on block visitor
* Add HADD2 and HMUL2 half float shader instructions
* Optimize pack/unpack sequences, some fixes related to half float instructions
* Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen
* Fix copy paste mistake that caused RZ to be ignored on the AST instruction
* Add workaround for conditional exit, and fix half float instruction with constant buffer
* Add missing 0.0 source for TLDS.LZ variants
* Simplify the switch for TLDS.LZ
* Texture instructions related fixes
* Implement the HFMA instruction, and some misc. fixes
* Enable constant folding on UnpackHalf2x16 instructions
* Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods
* Remove the old shader translator
* Remove ShaderDeclInfo and other unused things
* Add dual vertex shader support
* Add ShaderConfig, used to pass shader type and maximum cbuffer size
* Move and rename some instruction enums
* Move texture instructions into a separate file
* Move operand GetExpression and locals management to OperandManager
* Optimize opcode decoding using a simple list and binary search
* Add missing condition for do-while on goto elimination
* Misc. fixes on texture instructions
* Simplify TLDS switch
* Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
OpCode op = MakeOpCode(opCodeType, emitter, opAddress, opCode);
|
|
|
|
|
|
|
|
block.OpCodes.Add(op);
|
|
|
|
}
|
|
|
|
while (!IsBranch(block.GetLastOp()));
|
|
|
|
|
|
|
|
block.EndAddress = address;
|
|
|
|
|
|
|
|
block.UpdateSsyOpCodes();
|
|
|
|
}
|
|
|
|
|
|
|
|
private static bool IsUnconditionalBranch(OpCode opCode)
|
|
|
|
{
|
|
|
|
return IsUnconditional(opCode) && IsBranch(opCode);
|
|
|
|
}
|
|
|
|
|
|
|
|
private static bool IsUnconditional(OpCode opCode)
|
|
|
|
{
|
|
|
|
if (opCode is OpCodeExit op && op.Condition != Condition.Always)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
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|
return opCode.Predicate.Index == RegisterConsts.PredicateTrueIndex && !opCode.InvertPredicate;
|
|
|
|
}
|
|
|
|
|
|
|
|
private static bool IsBranch(OpCode opCode)
|
|
|
|
{
|
|
|
|
return (opCode is OpCodeBranch && opCode.Emitter != InstEmit.Ssy) ||
|
|
|
|
opCode is OpCodeSync ||
|
|
|
|
opCode is OpCodeExit;
|
|
|
|
}
|
|
|
|
|
|
|
|
private static OpCode MakeOpCode(Type type, InstEmitter emitter, ulong address, long opCode)
|
|
|
|
{
|
|
|
|
if (type == null)
|
|
|
|
{
|
|
|
|
throw new ArgumentNullException(nameof(type));
|
|
|
|
}
|
|
|
|
|
|
|
|
OpActivator createInstance = _opActivators.GetOrAdd(type, CacheOpActivator);
|
|
|
|
|
|
|
|
return (OpCode)createInstance(emitter, address, opCode);
|
|
|
|
}
|
|
|
|
|
|
|
|
private static OpActivator CacheOpActivator(Type type)
|
|
|
|
{
|
|
|
|
Type[] argTypes = new Type[] { typeof(InstEmitter), typeof(ulong), typeof(long) };
|
|
|
|
|
|
|
|
DynamicMethod mthd = new DynamicMethod($"Make{type.Name}", type, argTypes);
|
|
|
|
|
|
|
|
ILGenerator generator = mthd.GetILGenerator();
|
|
|
|
|
|
|
|
generator.Emit(OpCodes.Ldarg_0);
|
|
|
|
generator.Emit(OpCodes.Ldarg_1);
|
|
|
|
generator.Emit(OpCodes.Ldarg_2);
|
|
|
|
generator.Emit(OpCodes.Newobj, type.GetConstructor(argTypes));
|
|
|
|
generator.Emit(OpCodes.Ret);
|
|
|
|
|
|
|
|
return (OpActivator)mthd.CreateDelegate(typeof(OpActivator));
|
|
|
|
}
|
|
|
|
|
|
|
|
private struct PathBlockState
|
|
|
|
{
|
|
|
|
public Block Block { get; }
|
|
|
|
|
|
|
|
private enum RestoreType
|
|
|
|
{
|
|
|
|
None,
|
|
|
|
PopSsy,
|
|
|
|
PushSync
|
|
|
|
}
|
|
|
|
|
|
|
|
private RestoreType _restoreType;
|
|
|
|
|
|
|
|
private ulong _restoreValue;
|
|
|
|
|
|
|
|
public bool ReturningFromVisit => _restoreType != RestoreType.None;
|
|
|
|
|
|
|
|
public PathBlockState(Block block)
|
|
|
|
{
|
|
|
|
Block = block;
|
|
|
|
_restoreType = RestoreType.None;
|
|
|
|
_restoreValue = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
public PathBlockState(int oldSsyStackSize)
|
|
|
|
{
|
|
|
|
Block = null;
|
|
|
|
_restoreType = RestoreType.PopSsy;
|
|
|
|
_restoreValue = (ulong)oldSsyStackSize;
|
|
|
|
}
|
|
|
|
|
|
|
|
public PathBlockState(ulong syncAddress)
|
|
|
|
{
|
|
|
|
Block = null;
|
|
|
|
_restoreType = RestoreType.PushSync;
|
|
|
|
_restoreValue = syncAddress;
|
|
|
|
}
|
|
|
|
|
|
|
|
public void RestoreStackState(Stack<ulong> ssyStack)
|
|
|
|
{
|
|
|
|
if (_restoreType == RestoreType.PushSync)
|
|
|
|
{
|
|
|
|
ssyStack.Push(_restoreValue);
|
|
|
|
}
|
|
|
|
else if (_restoreType == RestoreType.PopSsy)
|
|
|
|
{
|
|
|
|
while (ssyStack.Count > (uint)_restoreValue)
|
|
|
|
{
|
|
|
|
ssyStack.Pop();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void PropagateSsy(Dictionary<ulong, Block> blocks, Block ssyBlock, int ssyIndex)
|
|
|
|
{
|
|
|
|
OpCodeSsy ssyOp = ssyBlock.SsyOpCodes[ssyIndex];
|
|
|
|
|
|
|
|
Stack<PathBlockState> workQueue = new Stack<PathBlockState>();
|
|
|
|
|
|
|
|
HashSet<Block> visited = new HashSet<Block>();
|
|
|
|
|
|
|
|
Stack<ulong> ssyStack = new Stack<ulong>();
|
|
|
|
|
|
|
|
void Push(PathBlockState pbs)
|
|
|
|
{
|
|
|
|
if (pbs.Block == null || visited.Add(pbs.Block))
|
|
|
|
{
|
|
|
|
workQueue.Push(pbs);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Push(new PathBlockState(ssyBlock));
|
|
|
|
|
|
|
|
while (workQueue.TryPop(out PathBlockState pbs))
|
|
|
|
{
|
|
|
|
if (pbs.ReturningFromVisit)
|
|
|
|
{
|
|
|
|
pbs.RestoreStackState(ssyStack);
|
|
|
|
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
Block current = pbs.Block;
|
|
|
|
|
|
|
|
int ssyOpCodesCount = current.SsyOpCodes.Count;
|
|
|
|
|
|
|
|
if (ssyOpCodesCount != 0)
|
|
|
|
{
|
|
|
|
Push(new PathBlockState(ssyStack.Count));
|
|
|
|
|
|
|
|
for (int index = ssyIndex; index < ssyOpCodesCount; index++)
|
|
|
|
{
|
|
|
|
ssyStack.Push(current.SsyOpCodes[index].GetAbsoluteAddress());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
ssyIndex = 0;
|
|
|
|
|
|
|
|
if (current.Next != null)
|
|
|
|
{
|
|
|
|
Push(new PathBlockState(current.Next));
|
|
|
|
}
|
|
|
|
|
|
|
|
if (current.Branch != null)
|
|
|
|
{
|
|
|
|
Push(new PathBlockState(current.Branch));
|
|
|
|
}
|
|
|
|
else if (current.GetLastOp() is OpCodeSync op)
|
|
|
|
{
|
|
|
|
ulong syncAddress = ssyStack.Pop();
|
|
|
|
|
|
|
|
if (ssyStack.Count == 0)
|
|
|
|
{
|
|
|
|
ssyStack.Push(syncAddress);
|
|
|
|
|
|
|
|
op.Targets.Add(ssyOp, op.Targets.Count);
|
|
|
|
|
|
|
|
ssyOp.Syncs.TryAdd(op, Local());
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Push(new PathBlockState(syncAddress));
|
|
|
|
Push(new PathBlockState(blocks[syncAddress]));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|