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 HashSet<BasicBlock>();
Stack<BasicBlock> blockStack = new Stack<BasicBlock>();
List<BasicBlock> postOrderBlocks = new List<BasicBlock>(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.Branch);
else
PostOrderMap[block.Index] = postOrderBlocks.Count;
postOrderBlocks.Add(block);
PostOrderBlocks = postOrderBlocks.ToArray();
public static ControlFlowGraph Create(Operation[] operations)
Dictionary<Operand, BasicBlock> labels = new Dictionary<Operand, BasicBlock>();
List<BasicBlock> blocks = new List<BasicBlock>();
BasicBlock currentBlock = null;
void NextBlock(BasicBlock nextBlock)
if (currentBlock != null && !EndsWithUnconditionalInst(currentBlock.GetLastOp()))
currentBlock.Next = nextBlock;
currentBlock = nextBlock;
void NewNextBlock()
BasicBlock block = new BasicBlock(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);
NewNextBlock();
labels.Add(label, currentBlock);
if (needsNewBlock)
currentBlock.Operations.AddLast(operation);
needsNewBlock = operation.Inst == Instruction.Branch ||
operation.Inst == Instruction.BranchIfTrue ||
operation.Inst == Instruction.BranchIfFalse;
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;
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;