shadPS4/src/shader_recompiler/frontend/control_flow_graph.h

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <span>
#include <string>
#include <boost/container/small_vector.hpp>
#include <boost/intrusive/set.hpp>
#include "common/types.h"
#include "shader_recompiler/frontend/instruction.h"
#include "shader_recompiler/ir/condition.h"
#include "shader_recompiler/object_pool.h"
namespace Shader::Gcn {
using Hook =
boost::intrusive::set_base_hook<boost::intrusive::link_mode<boost::intrusive::normal_link>>;
enum class EndClass {
Branch, ///< Block ends with a (un)conditional branch.
Exit, ///< Block ends with an exit instruction.
};
/// A block represents a linear range of instructions.
struct Block : Hook {
[[nodiscard]] bool Contains(u32 pc) const noexcept;
bool operator<(const Block& rhs) const noexcept {
return begin < rhs.begin;
}
u32 begin;
u32 end;
u32 begin_index;
u32 end_index;
IR::Condition cond{};
GcnInst end_inst{};
EndClass end_class{};
Block* branch_true{};
Block* branch_false{};
};
class CFG {
using Label = u32;
public:
explicit CFG(ObjectPool<Block>& block_pool, std::span<const GcnInst> inst_list);
[[nodiscard]] std::string Dot() const;
private:
void EmitLabels();
void EmitBlocks();
void LinkBlocks();
public:
ObjectPool<Block>& block_pool;
std::span<const GcnInst> inst_list;
std::vector<u32> index_to_pc;
boost::container::small_vector<Label, 16> labels;
boost::intrusive::set<Block> blocks;
};
} // namespace Shader::Gcn