using ARMeilleure.IntermediateRepresentation;
using System;
using System.Collections.Generic;
using System.Diagnostics;
namespace ARMeilleure.Translation
{
class ControlFlowGraph
private BasicBlock[] _postOrderBlocks;
private int[] _postOrderMap;
public int LocalsCount { get; private set; }
public BasicBlock Entry { get; }
public IntrusiveList<BasicBlock> Blocks { get; }
public BasicBlock[] PostOrderBlocks => _postOrderBlocks;
public int[] PostOrderMap => _postOrderMap;
public ControlFlowGraph(BasicBlock entry, IntrusiveList<BasicBlock> blocks, int localsCount)
Entry = entry;
Blocks = blocks;
LocalsCount = localsCount;
Update();
}
public Operand AllocateLocal(OperandType type)
Operand result = Operand.Factory.Local(type);
result.NumberLocal(++LocalsCount);
return result;
public void Update()
RemoveUnreachableBlocks(Blocks);
var visited = new HashSet<BasicBlock>();
var blockStack = new Stack<BasicBlock>();
Array.Resize(ref _postOrderBlocks, Blocks.Count);
Array.Resize(ref _postOrderMap, Blocks.Count);
visited.Add(Entry);
blockStack.Push(Entry);
int index = 0;
while (blockStack.TryPop(out BasicBlock block))
bool visitedNew = false;
for (int i = 0; i < block.SuccessorsCount; i++)
BasicBlock succ = block.GetSuccessor(i);
if (visited.Add(succ))
blockStack.Push(block);
blockStack.Push(succ);
visitedNew = true;
break;
if (!visitedNew)
PostOrderMap[block.Index] = index;
PostOrderBlocks[index++] = block;
private void RemoveUnreachableBlocks(IntrusiveList<BasicBlock> blocks)
var workQueue = new Queue<BasicBlock>();
workQueue.Enqueue(Entry);
while (workQueue.TryDequeue(out BasicBlock block))
Debug.Assert(block.Index != -1, "Invalid block index.");
workQueue.Enqueue(succ);
if (visited.Count < blocks.Count)
// Remove unreachable blocks and renumber.
for (BasicBlock block = blocks.First; block != null;)
BasicBlock nextBlock = block.ListNext;
if (!visited.Contains(block))
while (block.SuccessorsCount > 0)
block.RemoveSuccessor(index: block.SuccessorsCount - 1);
blocks.Remove(block);
else
block.Index = index++;
block = nextBlock;
public BasicBlock SplitEdge(BasicBlock predecessor, BasicBlock successor)
BasicBlock splitBlock = new BasicBlock(Blocks.Count);
for (int i = 0; i < predecessor.SuccessorsCount; i++)
if (predecessor.GetSuccessor(i) == successor)
predecessor.SetSuccessor(i, splitBlock);
if (splitBlock.Predecessors.Count == 0)
throw new ArgumentException("Predecessor and successor are not connected.");
splitBlock.AddSuccessor(successor);
Blocks.AddBefore(successor, splitBlock);
return splitBlock;