Adding control flow simplification pass to compensate for lack of phi.
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2014 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include <alloy/compiler/passes/control_flow_simplification_pass.h>
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#include <alloy/backend/backend.h>
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#include <alloy/compiler/compiler.h>
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#include <alloy/runtime/runtime.h>
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namespace alloy {
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namespace compiler {
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namespace passes {
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// TODO(benvanik): remove when enums redefined.
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using namespace alloy::hir;
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using alloy::hir::Edge;
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using alloy::hir::HIRBuilder;
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ControlFlowSimplificationPass::ControlFlowSimplificationPass()
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: CompilerPass() {}
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ControlFlowSimplificationPass::~ControlFlowSimplificationPass() {}
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int ControlFlowSimplificationPass::Run(HIRBuilder* builder) {
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SCOPE_profile_cpu_f("alloy");
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// Walk backwards and merge blocks if possible.
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bool merged_any = false;
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auto block = builder->last_block();
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while (block) {
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auto prev_block = block->prev;
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const uint32_t expected = Edge::DOMINATES | Edge::UNCONDITIONAL;
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if (block->incoming_edge_head &&
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(block->incoming_edge_head->flags & expected) == expected) {
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// Dominated by the incoming block.
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// If that block comes immediately before us then we can merge the
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// two blocks (assuming it's not a volatile instruction like Trap).
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if (block->prev == block->incoming_edge_head->src &&
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block->prev->instr_tail &&
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!(block->prev->instr_tail->opcode->flags & OPCODE_FLAG_VOLATILE)) {
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builder->MergeAdjacentBlocks(block->prev, block);
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merged_any = true;
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}
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}
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block = prev_block;
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}
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return 0;
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}
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} // namespace passes
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} // namespace compiler
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} // namespace alloy
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