Relax block ordering constraints (#1535)
* Relax block ordering constraints Before `block.Next` had to follow `block.ListNext`, now it does not. Instead `CodeGenerator` will now emit the necessary jump instructions to ensure control flow. This makes control flow and block order modifications easier. It also eliminates some simple cases of redundant branches. * Set PPTC version
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11 changed files with 164 additions and 174 deletions
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@ -626,16 +626,11 @@ namespace ARMeilleure.CodeGen.RegisterAllocators
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continue;
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}
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bool hasSingleOrNoSuccessor = block.Next == null || block.Branch == null;
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bool hasSingleOrNoSuccessor = block.SuccessorCount <= 1;
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for (int i = 0; i < 2; i++)
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for (int i = 0; i < block.SuccessorCount; i++)
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{
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// This used to use an enumerable, but it ended up generating a lot of garbage, so now it is a loop.
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BasicBlock successor = (i == 0) ? block.Next : block.Branch;
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if (successor == null)
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{
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continue;
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}
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BasicBlock successor = block.GetSuccessor(i);
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int succIndex = successor.Index;
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@ -643,7 +638,7 @@ namespace ARMeilleure.CodeGen.RegisterAllocators
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// (the successor before the split) should be right after it.
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if (IsSplitEdgeBlock(successor))
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{
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succIndex = FirstSuccessor(successor).Index;
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succIndex = successor.GetSuccessor(0).Index;
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}
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CopyResolver copyResolver = new CopyResolver();
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@ -883,10 +878,11 @@ namespace ARMeilleure.CodeGen.RegisterAllocators
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BitMap liveOut = blkLiveOut[block.Index];
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if ((block.Next != null && liveOut.Set(blkLiveIn[block.Next.Index])) ||
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(block.Branch != null && liveOut.Set(blkLiveIn[block.Branch.Index])))
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for (int i = 0; i < block.SuccessorCount; i++)
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{
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modified = true;
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BasicBlock succ = block.GetSuccessor(i);
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modified |= liveOut.Set(blkLiveIn[succ.Index]);
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}
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BitMap liveIn = blkLiveIn[block.Index];
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@ -1002,11 +998,6 @@ namespace ARMeilleure.CodeGen.RegisterAllocators
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return (register.Index << 1) | (register.Type == RegisterType.Vector ? 1 : 0);
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}
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private static BasicBlock FirstSuccessor(BasicBlock block)
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{
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return block.Next ?? block.Branch;
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}
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private static IEnumerable<Node> BottomOperations(BasicBlock block)
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{
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Node node = block.Operations.Last;
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