Ryujinx/src/Ryujinx.Graphics.Shader/Translation/ControlFlowGraph.cs
TSRBerry 9becbd7d72
[Ryujinx.Graphics.Shader] Address dotnet-format issues (#5373)
* dotnet format style --severity info

Some changes were manually reverted.

* Restore a few unused methods and variables

* Silence dotnet format IDE0060 warnings

* Silence dotnet format IDE0052 warnings

* Silence dotnet format IDE0059 warnings

* Address or silence dotnet format CA1069 warnings

* Address or silence dotnet format CA2211 warnings

* Address review comments

* Fix formatting for switch expressions

* Address most dotnet format whitespace warnings

* Apply dotnet format whitespace formatting

A few of them have been manually reverted and the corresponding warning was silenced

* Format if-blocks correctly

* Run dotnet format whitespace after rebase

* Run dotnet format style after rebase

* Run dotnet format whitespace after rebase

* Run dotnet format style after rebase

* Run dotnet format after rebase and remove unused usings

- analyzers
- style
- whitespace

* Disable 'prefer switch expression' rule

* Add comments to disabled warnings

* Fix naming rule violation, Convert shader properties to auto-property and convert values to const

* Simplify properties and array initialization, Use const when possible, Remove trailing commas

* Run dotnet format after rebase

* Address IDE0251 warnings

* Address a few disabled IDE0060 warnings

* Silence IDE0060 in .editorconfig

* Run dotnet format after rebase

* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"

This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.

* dotnet format whitespace after rebase

* First dotnet format pass

* Fix naming rule violations

* Add trailing commas

* Remove unused members and most unnecessary value assignments

* Remove more unnecessary assignments

* Remove NRE suppressor
2023-06-28 08:59:13 +02:00

176 lines
5 KiB
C#

using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Shader.Translation
{
class ControlFlowGraph
{
public BasicBlock[] Blocks { get; }
public BasicBlock[] PostOrderBlocks { get; }
public int[] PostOrderMap { get; }
public ControlFlowGraph(BasicBlock[] blocks)
{
Blocks = blocks;
HashSet<BasicBlock> visited = new();
Stack<BasicBlock> blockStack = new();
List<BasicBlock> postOrderBlocks = new(blocks.Length);
PostOrderMap = new int[blocks.Length];
visited.Add(blocks[0]);
blockStack.Push(blocks[0]);
while (blockStack.TryPop(out BasicBlock block))
{
if (block.Next != null && visited.Add(block.Next))
{
blockStack.Push(block);
blockStack.Push(block.Next);
}
else if (block.Branch != null && visited.Add(block.Branch))
{
blockStack.Push(block);
blockStack.Push(block.Branch);
}
else
{
PostOrderMap[block.Index] = postOrderBlocks.Count;
postOrderBlocks.Add(block);
}
}
PostOrderBlocks = postOrderBlocks.ToArray();
}
public static ControlFlowGraph Create(Operation[] operations)
{
Dictionary<Operand, BasicBlock> labels = new();
List<BasicBlock> blocks = new();
BasicBlock currentBlock = null;
void NextBlock(BasicBlock nextBlock)
{
if (currentBlock != null && !EndsWithUnconditionalInst(currentBlock.GetLastOp()))
{
currentBlock.Next = nextBlock;
}
currentBlock = nextBlock;
}
void NewNextBlock()
{
BasicBlock block = new(blocks.Count);
blocks.Add(block);
NextBlock(block);
}
bool needsNewBlock = true;
for (int index = 0; index < operations.Length; index++)
{
Operation operation = operations[index];
if (operation.Inst == Instruction.MarkLabel)
{
Operand label = operation.Dest;
if (labels.TryGetValue(label, out BasicBlock nextBlock))
{
nextBlock.Index = blocks.Count;
blocks.Add(nextBlock);
NextBlock(nextBlock);
}
else
{
NewNextBlock();
labels.Add(label, currentBlock);
}
}
else
{
if (needsNewBlock)
{
NewNextBlock();
}
currentBlock.Operations.AddLast(operation);
}
needsNewBlock = operation.Inst == Instruction.Branch ||
operation.Inst == Instruction.BranchIfTrue ||
operation.Inst == Instruction.BranchIfFalse;
if (needsNewBlock)
{
Operand label = operation.Dest;
if (!labels.TryGetValue(label, out BasicBlock branchBlock))
{
branchBlock = new BasicBlock();
labels.Add(label, branchBlock);
}
currentBlock.Branch = branchBlock;
}
}
// Remove unreachable blocks.
bool hasUnreachable;
do
{
hasUnreachable = false;
for (int blkIndex = 1; blkIndex < blocks.Count; blkIndex++)
{
BasicBlock block = blocks[blkIndex];
if (block.Predecessors.Count == 0)
{
block.Next = null;
block.Branch = null;
blocks.RemoveAt(blkIndex--);
hasUnreachable = true;
}
else
{
block.Index = blkIndex;
}
}
} while (hasUnreachable);
return new ControlFlowGraph(blocks.ToArray());
}
private static bool EndsWithUnconditionalInst(INode node)
{
if (node is Operation operation)
{
switch (operation.Inst)
{
case Instruction.Branch:
case Instruction.Discard:
case Instruction.Return:
return true;
}
}
return false;
}
}
}