// Copyright (c) 2016 Daniel Grunwald // // Permission is hereby granted, free of charge, to any person obtaining a copy of this // software and associated documentation files (the "Software"), to deal in the Software // without restriction, including without limitation the rights to use, copy, modify, merge, // publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons // to whom the Software is furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all copies or // substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, // INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR // PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE // FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER // DEALINGS IN THE SOFTWARE. using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; namespace ICSharpCode.Decompiler.IL.ControlFlow { /// /// IL uses 'pinned locals' to prevent the GC from moving objects. /// /// C#: /// /// fixed (int* s = &arr[index]) { use(s); use(s); } /// /// /// Gets translated into IL: /// /// pinned local P : System.Int32& /// /// stloc(P, ldelema(arr, index)) /// call use(conv ref->i(ldloc P)) /// call use(conv ref->i(ldloc P)) /// stloc(P, conv i4->u(ldc.i4 0)) /// /// /// In C#, the only way to pin something is to use a fixed block /// (or to mess around with GCHandles). /// But fixed blocks are scoped, so we need to detect the region affected by the pin. /// To ensure we'll be able to collect all blocks in that region, we perform this transform /// early, before building any other control flow constructs that aren't as critical for correctness. /// /// This means this transform must run before LoopDetection. /// To make our detection job easier, we must run after variable inlining. /// public class DetectPinnedRegions : IILTransform { public void Run(ILFunction function, ILTransformContext context) { foreach (var container in function.Descendants.OfType()) { SplitBlocksAtWritesToPinnedLocals(container); foreach (var block in container.Blocks) Run(block); container.Blocks.RemoveAll(b => b.Instructions.Count == 0); // remove dummy blocks } } void SplitBlocksAtWritesToPinnedLocals(BlockContainer container) { for (int i = 0; i < container.Blocks.Count; i++) { var block = container.Blocks[i]; for (int j = 0; j < block.Instructions.Count - 1; j++) { var inst = block.Instructions[j]; ILVariable v; if (inst.MatchStLoc(out v) && v.Kind == VariableKind.PinnedLocal && block.Instructions[j + 1].OpCode != OpCode.Branch) { // split block after j: var newBlock = new Block(); for (int k = j + 1; k < block.Instructions.Count; k++) { newBlock.Instructions.Add(block.Instructions[k]); } newBlock.ILRange = newBlock.Instructions[0].ILRange; block.Instructions.RemoveRange(j + 1, newBlock.Instructions.Count); block.Instructions.Add(new Branch(newBlock)); container.Blocks.Insert(i + 1, newBlock); } } } } void Run(Block block) { // After SplitBlocksAtWritesToPinnedLocals(), only the second-to-last instruction in each block // can be a write to a pinned local. var stLoc = block.Instructions.ElementAtOrDefault(block.Instructions.Count - 2) as StLoc; if (stLoc == null || stLoc.Variable.Kind != VariableKind.PinnedLocal) return; // stLoc is a store to a pinned local. if (IsNullOrZero(stLoc.Value)) return; // ignore unpin instructions // stLoc is a store that starts a new pinned region // Collect the blocks to be moved into the region: BlockContainer sourceContainer = (BlockContainer)block.Parent; int[] reachedEdgesPerBlock = new int[sourceContainer.Blocks.Count]; Queue workList = new Queue(); Block entryBlock = ((Branch)block.Instructions.Last()).TargetBlock; if (entryBlock.Parent == sourceContainer) { reachedEdgesPerBlock[entryBlock.ChildIndex]++; workList.Enqueue(entryBlock); while (workList.Count > 0) { Block workItem = workList.Dequeue(); StLoc workStLoc = workItem.Instructions.ElementAtOrDefault(workItem.Instructions.Count - 2) as StLoc; int instructionCount; if (workStLoc != null && workStLoc.Variable == stLoc.Variable && IsNullOrZero(workStLoc.Value)) { // found unpin instruction: only consider branches prior to that instruction instructionCount = workStLoc.ChildIndex; } else { instructionCount = workItem.Instructions.Count; } for (int i = 0; i < instructionCount; i++) { foreach (var branch in workItem.Instructions[i].Descendants.OfType()) { if (branch.TargetBlock.Parent == sourceContainer) { Debug.Assert(branch.TargetBlock != block); if (reachedEdgesPerBlock[branch.TargetBlock.ChildIndex]++ == 0) { // detected first edge to that block: add block as work item workList.Enqueue(branch.TargetBlock); } } } } } // Validate that all uses of a block consistently are inside or outside the pinned region. // (we cannot do this anymore after we start moving blocks around) for (int i = 0; i < sourceContainer.Blocks.Count; i++) { if (reachedEdgesPerBlock[i] != 0 && reachedEdgesPerBlock[i] != sourceContainer.Blocks[i].IncomingEdgeCount) { return; } } BlockContainer body = new BlockContainer(); for (int i = 0; i < sourceContainer.Blocks.Count; i++) { if (reachedEdgesPerBlock[i] > 0) { body.Blocks.Add(sourceContainer.Blocks[i]); // move block into body sourceContainer.Blocks[i] = new Block(); // replace with dummy block // we'll delete the dummy block later } } block.Instructions[block.Instructions.Count - 2] = new PinnedRegion(stLoc, body); } else { // we didn't find a single block to be added to the pinned region block.Instructions[block.Instructions.Count - 2] = new PinnedRegion(stLoc, new Nop()); } block.Instructions.RemoveAt(block.Instructions.Count - 1); } static bool IsNullOrZero(ILInstruction inst) { var conv = inst as Conv; if (conv != null) { inst = conv.Argument; } return inst.MatchLdcI4(0) || inst.MatchLdNull(); } } }