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680 lines
31 KiB
680 lines
31 KiB
// Copyright (c) 2014 Daniel Grunwald |
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// |
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// Permission is hereby granted, free of charge, to any person obtaining a copy of this |
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// software and associated documentation files (the "Software"), to deal in the Software |
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// without restriction, including without limitation the rights to use, copy, modify, merge, |
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// publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons |
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// to whom the Software is furnished to do so, subject to the following conditions: |
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// |
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// The above copyright notice and this permission notice shall be included in all copies or |
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// substantial portions of the Software. |
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// |
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, |
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR |
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// PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE |
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// FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR |
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// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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// DEALINGS IN THE SOFTWARE. |
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using System; |
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using System.Collections.Generic; |
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using System.Diagnostics; |
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using System.Linq; |
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using ICSharpCode.Decompiler.FlowAnalysis; |
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using ICSharpCode.Decompiler.IL.Transforms; |
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using ICSharpCode.Decompiler.Util; |
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namespace ICSharpCode.Decompiler.IL.ControlFlow |
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{ |
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/// <summary> |
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/// Detect loops in IL AST. |
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/// </summary> |
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/// <remarks> |
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/// Transform ordering: |
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/// * LoopDetection should run before other control flow structures are detected. |
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/// * Blocks should be basic blocks (not extended basic blocks) so that the natural loops |
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/// don't include more instructions than strictly necessary. |
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/// * Loop detection should run after the 'return block' is duplicated (ControlFlowSimplification). |
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/// </remarks> |
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public class LoopDetection : IBlockTransform |
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{ |
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BlockTransformContext context; |
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/// <summary>Block container corresponding to the current cfg.</summary> |
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BlockContainer currentBlockContainer; |
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/// <summary> |
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/// Check whether 'block' is a loop head; and construct a loop instruction |
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/// (nested BlockContainer) if it is. |
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/// </summary> |
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public void Run(Block block, BlockTransformContext context) |
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{ |
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this.context = context; |
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// LoopDetection runs early enough so that block should still |
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// be in the original container at this point. |
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Debug.Assert(block.Parent == context.ControlFlowGraph.Container); |
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this.currentBlockContainer = context.ControlFlowGraph.Container; |
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|
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// Because this is a post-order block transform, we can assume that |
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// any nested loops within this loop have already been constructed. |
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if (block.Instructions.Last() is SwitchInstruction switchInst) { |
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// Switch instructions support "break;" just like loops |
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DetectSwitchBody(block, switchInst); |
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} |
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ControlFlowNode h = context.ControlFlowNode; // CFG node for our potential loop head |
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Debug.Assert(h.UserData == block); |
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Debug.Assert(!TreeTraversal.PreOrder(h, n => n.DominatorTreeChildren).Any(n => n.Visited)); |
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List<ControlFlowNode> loop = null; |
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foreach (var t in h.Predecessors) { |
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if (h.Dominates(t)) { |
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// h->t is a back edge, and h is a loop header |
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// Add the natural loop of t->h to the loop. |
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|
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// Definitions: |
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// * A back edge is an edge t->h so that h dominates t. |
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// * The natural loop of the back edge is the smallest set of nodes |
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// that includes the back edge and has no predecessors outside the set |
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// except for the predecessor of the header. |
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if (loop == null) { |
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loop = new List<ControlFlowNode>(); |
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loop.Add(h); |
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// Mark loop header as visited so that the pre-order traversal |
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// stops at the loop header. |
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h.Visited = true; |
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} |
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t.TraversePreOrder(n => n.Predecessors, loop.Add); |
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} |
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} |
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if (loop != null) { |
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var headBlock = (Block)h.UserData; |
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context.Step($"Construct loop with head {headBlock.Label}", headBlock); |
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// loop now is the union of all natural loops with loop head h. |
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|
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// Ensure any block included into nested loops is also considered part of this loop: |
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IncludeNestedContainers(loop); |
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// Try to extend the loop to reduce the number of exit points: |
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ExtendLoop(h, loop, out var exitPoint); |
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// Sort blocks in the loop in reverse post-order to make the output look a bit nicer. |
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// (if the loop doesn't contain nested loops, this is a topological sort) |
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loop.Sort((a, b) => b.PostOrderNumber.CompareTo(a.PostOrderNumber)); |
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Debug.Assert(loop[0] == h); |
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foreach (var node in loop) { |
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node.Visited = false; // reset visited flag so that we can find outer loops |
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Debug.Assert(h.Dominates(node) || !node.IsReachable, "The loop body must be dominated by the loop head"); |
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} |
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ConstructLoop(loop, exitPoint); |
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} |
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} |
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/// <summary> |
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/// For each block in the input loop that is the head of a nested loop or switch, |
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/// include all blocks from the nested container into the loop. |
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/// |
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/// This ensures that all blocks that were included into inner loops are also |
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/// included into the outer loop, thus keeping our loops well-nested. |
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/// </summary> |
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/// <remarks> |
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/// More details for why this is necessary are here: |
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/// https://github.com/icsharpcode/ILSpy/issues/915 |
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/// |
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/// Pre+Post-Condition: node.Visited iff loop.Contains(node) |
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/// </remarks> |
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void IncludeNestedContainers(List<ControlFlowNode> loop) |
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{ |
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for (int i = 0; i < loop.Count; i++) { |
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IncludeBlock((Block)loop[i].UserData); |
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} |
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void IncludeBlock(Block block) |
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{ |
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if (block.Instructions[0] is BlockContainer nestedContainer) { |
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// Just in case the block has multiple nested containers (e.g. due to loop and switch), |
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// also check the entry point: |
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IncludeBlock(nestedContainer.EntryPoint); |
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// Use normal processing for all non-entry-point blocks |
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// (the entry-point itself doesn't have a CFG node, because it's newly created by this transform) |
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for (int i = 1; i < nestedContainer.Blocks.Count; i++) { |
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var node = context.ControlFlowGraph.GetNode(nestedContainer.Blocks[i]); |
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Debug.Assert(loop[0].Dominates(node)); |
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if (!node.Visited) { |
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node.Visited = true; |
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loop.Add(node); |
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// note: this block will be re-visited when the "i < loop.Count" |
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// gets around to the new entry |
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} |
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} |
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} |
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} |
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} |
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#region ExtendLoop |
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/// <summary> |
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/// Given a natural loop, add additional CFG nodes to the loop in order |
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/// to reduce the number of exit points out of the loop. |
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/// We do this because C# only allows reaching a single exit point (with 'break' |
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/// statements or when the loop condition evaluates to false), so we'd have |
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/// to introduce 'goto' statements for any additional exit points. |
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/// </summary> |
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/// <remarks> |
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/// Definition: |
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/// A "reachable exit" is a branch/leave target that is reachable from the loop, |
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/// but not dominated by the loop head. A reachable exit may or may not have a |
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/// corresponding CFG node (depending on whether it is a block in the current block container). |
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/// -> reachable exits are leaving the code region dominated by the loop |
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/// |
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/// Definition: |
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/// A loop "exit point" is a CFG node that is not itself part of the loop, |
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/// but has at least one predecessor which is part of the loop. |
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/// -> exit points are leaving the loop itself |
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/// |
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/// Nodes can only be added to the loop if they are dominated by the loop head. |
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/// When adding a node to the loop, we must also add all of that node's predecessors |
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/// to the loop. (this ensures that the loop keeps its single entry point) |
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/// |
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/// Goal: If possible, find a set of nodes that can be added to the loop so that there |
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/// remains only a single exit point. |
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/// Add as little code as possible to the loop to reach this goal. |
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/// |
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/// This means we need to partition the set of nodes dominated by the loop entry point |
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/// into two sets (in-loop and out-of-loop). |
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/// Constraints: |
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/// * the loop head itself is in-loop |
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/// * there must not be any edge from an out-of-loop node to an in-loop node |
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/// -> all predecessors of in-loop nodes are also in-loop |
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/// -> all nodes in a cycle are part of the same partition |
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/// Optimize: |
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/// * use only a single exit point if at all possible |
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/// * minimize the amount of code in the in-loop partition |
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/// (thus: maximize the amount of code in the out-of-loop partition) |
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/// "amount of code" could be measured as: |
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/// * number of basic blocks |
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/// * number of instructions directly in those basic blocks (~= number of statements) |
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/// * number of instructions in those basic blocks (~= number of expressions) |
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/// (we currently use the number of statements) |
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/// |
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/// Observations: |
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/// * If a node is in-loop, so are all its ancestors in the dominator tree (up to the loop entry point) |
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/// * If there are no exits reachable from a node (i.e. all paths from that node lead to a return/throw instruction), |
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/// it is valid to put the group of nodes dominated by that node into either partition independently of |
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/// any other nodes except for the ancestors in the dominator tree. |
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/// (exception: the loop head itself must always be in-loop) |
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/// |
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/// There are two different cases we need to consider: |
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/// 1) There are no exits reachable at all from the loop head. |
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/// -> it is possible to create a loop with zero exit points by adding all nodes |
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/// dominated by the loop to the loop. |
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/// -> the only way to exit the loop is by "return;" or "throw;" |
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/// 2) There are some exits reachable from the loop head. |
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/// |
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/// In case 1, we can pick a single exit point freely by picking any node that has no reachable exits |
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/// (other than the loop head). |
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/// All nodes dominated by the exit point are out-of-loop, all other nodes are in-loop. |
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/// See PickExitPoint() for the heuristic that picks the exit point in this case. |
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/// |
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/// In case 2, we need to pick our exit point so that all paths from the loop head |
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/// to the reachable exits run through that exit point. |
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/// |
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/// This is a form of postdominance where the reachable exits are considered exit nodes, |
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/// while "return;" or "throw;" instructions are not considered exit nodes. |
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/// |
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/// Using this form of postdominance, we are looking for an exit point that post-dominates all nodes in the natural loop. |
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/// --> a common ancestor in post-dominator tree. |
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/// To minimize the amount of code in-loop, we pick the lowest common ancestor. |
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/// All nodes dominated by the exit point are out-of-loop, all other nodes are in-loop. |
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/// (using normal dominance as in case 1, not post-dominance!) |
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/// |
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/// If it is impossible to use a single exit point for the loop, the lowest common ancestor will be the fake "exit node" |
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/// used by the post-dominance analysis. In this case, we fall back to the old heuristic algorithm. |
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/// |
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/// Precondition: Requires that a node is marked as visited iff it is contained in the loop. |
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/// </remarks> |
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void ExtendLoop(ControlFlowNode loopHead, List<ControlFlowNode> loop, out ControlFlowNode exitPoint, bool isSwitch=false) |
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{ |
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exitPoint = FindExitPoint(loopHead, loop, isSwitch); |
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Debug.Assert(!loop.Contains(exitPoint), "Cannot pick an exit point that is part of the natural loop"); |
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if (exitPoint != null) { |
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// Either we are in case 1 and just picked an exit that maximizes the amount of code |
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// outside the loop, or we are in case 2 and found an exit point via post-dominance. |
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// Note that if exitPoint == NoExitPoint, we end up adding all dominated blocks to the loop. |
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var ep = exitPoint; |
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foreach (var node in TreeTraversal.PreOrder(loopHead, n => (n != ep) ? n.DominatorTreeChildren : null)) { |
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if (node != exitPoint && !node.Visited) { |
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loop.Add(node); |
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} |
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} |
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} else { |
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// We are in case 2, but could not find a suitable exit point. |
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// Heuristically try to minimize the number of exit points |
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// (but we'll always end up with more than 1 exit and will require goto statements). |
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ExtendLoopHeuristic(loopHead, loop, loopHead); |
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} |
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} |
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/// <summary> |
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/// Special control flow node (not part of any graph) that signifies that we want to construct a loop |
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/// without any exit point. |
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/// </summary> |
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static readonly ControlFlowNode NoExitPoint = new ControlFlowNode(); |
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/// <summary> |
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/// Finds a suitable single exit point for the specified loop. |
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/// </summary> |
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/// <returns> |
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/// 1) If a suitable exit point was found: the control flow block that should be reached when breaking from the loop |
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/// 2) If the loop should not have any exit point (extend by all dominated blocks): NoExitPoint |
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/// 3) otherwise (exit point unknown, heuristically extend loop): null |
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/// </returns> |
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/// <remarks>This method must not write to the Visited flags on the CFG.</remarks> |
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ControlFlowNode FindExitPoint(ControlFlowNode loopHead, IReadOnlyList<ControlFlowNode> naturalLoop, bool treatBackEdgesAsExits) |
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{ |
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bool hasReachableExit = context.ControlFlowGraph.HasReachableExit(loopHead); |
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if (!hasReachableExit && treatBackEdgesAsExits) { |
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// If we're analyzing the switch, there's no reachable exit, but the loopHead (=switchHead) block |
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// is also a loop head, we consider the back-edge a reachable exit for the switch. |
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hasReachableExit = loopHead.Predecessors.Any(p => loopHead.Dominates(p)); |
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} |
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if (!hasReachableExit) { |
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// Case 1: |
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// There are no nodes n so that loopHead dominates a predecessor of n but not n itself |
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// -> we could build a loop with zero exit points. |
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if (IsPossibleForeachLoop((Block)loopHead.UserData, out var exitBranch)) { |
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if (exitBranch != null) { |
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// let's see if the target of the exit branch is a suitable exit point |
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var cfgNode = loopHead.Successors.FirstOrDefault(n => n.UserData == exitBranch.TargetBlock); |
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if (cfgNode != null && loopHead.Dominates(cfgNode) && !context.ControlFlowGraph.HasReachableExit(cfgNode)) { |
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return cfgNode; |
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} |
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} |
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return NoExitPoint; |
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} |
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ControlFlowNode exitPoint = null; |
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int exitPointILOffset = -1; |
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foreach (var node in loopHead.DominatorTreeChildren) { |
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PickExitPoint(node, ref exitPoint, ref exitPointILOffset); |
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} |
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return exitPoint; |
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} else { |
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// Case 2: |
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// We need to pick our exit point so that all paths from the loop head |
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// to the reachable exits run through that exit point. |
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var cfg = context.ControlFlowGraph.cfg; |
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var revCfg = PrepareReverseCFG(loopHead, treatBackEdgesAsExits, out int exitNodeArity); |
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//ControlFlowNode.ExportGraph(cfg).Show("cfg"); |
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//ControlFlowNode.ExportGraph(revCfg).Show("rev"); |
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ControlFlowNode commonAncestor = revCfg[loopHead.UserIndex]; |
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Debug.Assert(commonAncestor.IsReachable); |
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foreach (ControlFlowNode cfgNode in naturalLoop) { |
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ControlFlowNode revNode = revCfg[cfgNode.UserIndex]; |
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if (revNode.IsReachable) { |
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commonAncestor = Dominance.FindCommonDominator(commonAncestor, revNode); |
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} |
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} |
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// All paths from within the loop to a reachable exit run through 'commonAncestor'. |
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// However, this doesn't mean that 'commonAncestor' is valid as an exit point. |
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// We walk up the post-dominator tree until we've got a valid exit point: |
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ControlFlowNode exitPoint; |
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while (commonAncestor.UserIndex >= 0) { |
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exitPoint = cfg[commonAncestor.UserIndex]; |
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Debug.Assert(exitPoint.Visited == naturalLoop.Contains(exitPoint)); |
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// It's possible that 'commonAncestor' is itself part of the natural loop. |
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// If so, it's not a valid exit point. |
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if (!exitPoint.Visited && ValidateExitPoint(loopHead, exitPoint)) { |
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// we found an exit point |
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return exitPoint; |
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} |
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commonAncestor = commonAncestor.ImmediateDominator; |
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} |
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// least common post-dominator is the artificial exit node |
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// This means we're in one of two cases: |
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// * The loop might have multiple exit points. |
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// -> we should return null |
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// * The loop has a single exit point that wasn't considered during post-dominance analysis. |
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// (which means the single exit isn't dominated by the loop head) |
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// -> we should return NoExitPoint so that all code dominated by the loop head is included into the loop |
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if (exitNodeArity > 1) { |
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return null; |
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} else { |
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// If exitNodeArity == 0, we should maybe look test if our exits out of the block container are all compatible? |
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// but I don't think it hurts to have a bit too much code inside the loop in this rare case. |
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return NoExitPoint; |
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} |
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} |
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} |
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/// <summary> |
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/// Validates an exit point. |
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/// |
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/// An exit point is invalid iff there is a node reachable from the exit point that |
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/// is dominated by the loop head, but not by the exit point. |
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/// (i.e. this method returns false iff the exit point's dominance frontier contains |
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/// a node dominated by the loop head. but we implement this the slow way because |
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/// we don't have dominance frontiers precomputed) |
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/// </summary> |
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/// <remarks> |
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/// We need this because it's possible that there's a return block (thus reverse-unreachable node ignored by post-dominance) |
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/// that is reachable both directly from the loop, and from the exit point. |
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/// </remarks> |
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bool ValidateExitPoint(ControlFlowNode loopHead, ControlFlowNode exitPoint) |
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{ |
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var cfg = context.ControlFlowGraph; |
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return IsValid(exitPoint); |
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bool IsValid(ControlFlowNode node) |
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{ |
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if (!cfg.HasReachableExit(node)) { |
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// Optimization: if the dominance frontier is empty, we don't need |
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// to check every node. |
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return true; |
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} |
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foreach (var succ in node.Successors) { |
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if (loopHead != succ && loopHead.Dominates(succ) && !exitPoint.Dominates(succ)) |
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return false; |
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} |
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foreach (var child in node.DominatorTreeChildren) { |
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if (!IsValid(child)) |
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return false; |
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} |
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return true; |
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} |
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} |
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/// <summary> |
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/// Pick exit point by picking any node that has no reachable exits. |
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/// |
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/// In the common case where the code was compiled with a compiler that emits IL code |
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/// in source order (like the C# compiler), we can find the "real" exit point |
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/// by simply picking the block with the highest IL offset. |
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/// So let's do that instead of maximizing amount of code. |
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/// </summary> |
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/// <returns>Code amount in <paramref name="node"/> and its dominated nodes.</returns> |
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/// <remarks>This method must not write to the Visited flags on the CFG.</remarks> |
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void PickExitPoint(ControlFlowNode node, ref ControlFlowNode exitPoint, ref int exitPointILOffset) |
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{ |
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Block block = (Block)node.UserData; |
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if (block.ILRange.Start > exitPointILOffset |
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&& !context.ControlFlowGraph.HasReachableExit(node) |
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&& ((Block)node.UserData).Parent == currentBlockContainer) |
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{ |
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// HasReachableExit(node) == false |
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// -> there are no nodes n so that `node` dominates a predecessor of n but not n itself |
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// -> there is no control flow out of `node` back into the loop, so it's usable as exit point |
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|
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// Additionally, we require that the block wasn't already moved into a nested loop, |
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// since there's no way to jump into the middle of that loop when we need to exit. |
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// NB: this is the only reason why we detect nested loops before outer loops: |
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// If we detected the outer loop first, the outer loop might pick an exit point |
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// that prevents us from finding a nice exit for the inner loops, causing |
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// unnecessary gotos. |
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exitPoint = node; |
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exitPointILOffset = block.ILRange.Start; |
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return; // don't visit children, they are likely to have even later IL offsets and we'd end up |
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// moving almost all of the code into the loop. |
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} |
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foreach (var child in node.DominatorTreeChildren) { |
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PickExitPoint(child, ref exitPoint, ref exitPointILOffset); |
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} |
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} |
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/// <summary> |
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/// Constructs a new control flow graph. |
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/// Each node cfg[i] has a corresponding node rev[i]. |
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/// Edges are only created for nodes dominated by loopHead, and are in reverse from their direction |
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/// in the primary CFG. |
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/// An artificial exit node is used for edges that leave the set of nodes dominated by loopHead, |
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/// or that leave the block Container. |
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/// </summary> |
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/// <param name="loopHead">Entry point of the loop.</param> |
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/// <param name="treatBackEdgesAsExits">Whether to treat loop back edges as exit points.</param> |
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/// <param name="exitNodeArity">out: The number of different CFG nodes. |
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/// Possible values: |
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/// 0 = no CFG nodes used as exit nodes (although edges leaving the block container might still be exits); |
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/// 1 = a single CFG node (not dominated by loopHead) was used as an exit node; |
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/// 2 = more than one CFG node (not dominated by loopHead) was used as an exit node. |
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/// </param> |
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/// <returns></returns> |
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ControlFlowNode[] PrepareReverseCFG(ControlFlowNode loopHead, bool treatBackEdgesAsExits, out int exitNodeArity) |
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{ |
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ControlFlowNode[] cfg = context.ControlFlowGraph.cfg; |
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ControlFlowNode[] rev = new ControlFlowNode[cfg.Length + 1]; |
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for (int i = 0; i < cfg.Length; i++) { |
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rev[i] = new ControlFlowNode { UserIndex = i, UserData = cfg[i].UserData }; |
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} |
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ControlFlowNode nodeTreatedAsExitNode = null; |
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bool multipleNodesTreatedAsExitNodes = false; |
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ControlFlowNode exitNode = new ControlFlowNode { UserIndex = -1 }; |
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rev[cfg.Length] = exitNode; |
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for (int i = 0; i < cfg.Length; i++) { |
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if (!loopHead.Dominates(cfg[i])) |
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continue; |
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// Add reverse edges for all edges in cfg |
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foreach (var succ in cfg[i].Successors) { |
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if (loopHead.Dominates(succ) && (!treatBackEdgesAsExits || loopHead != succ)) { |
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rev[succ.UserIndex].AddEdgeTo(rev[i]); |
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} else { |
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if (nodeTreatedAsExitNode == null) |
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nodeTreatedAsExitNode = succ; |
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if (nodeTreatedAsExitNode != succ) |
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multipleNodesTreatedAsExitNodes = true; |
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exitNode.AddEdgeTo(rev[i]); |
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} |
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} |
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if (context.ControlFlowGraph.HasDirectExitOutOfContainer(cfg[i])) { |
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exitNode.AddEdgeTo(rev[i]); |
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} |
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} |
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if (multipleNodesTreatedAsExitNodes) |
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exitNodeArity = 2; // more than 1 |
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else if (nodeTreatedAsExitNode != null) |
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exitNodeArity = 1; |
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else |
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exitNodeArity = 0; |
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Dominance.ComputeDominance(exitNode, context.CancellationToken); |
|
return rev; |
|
} |
|
|
|
static bool IsPossibleForeachLoop(Block loopHead, out Branch exitBranch) |
|
{ |
|
exitBranch = null; |
|
var container = (BlockContainer)loopHead.Parent; |
|
if (!(container.SlotInfo == TryInstruction.TryBlockSlot && container.Parent is TryFinally)) |
|
return false; |
|
if (loopHead.Instructions.Count != 2) |
|
return false; |
|
if (!loopHead.Instructions[0].MatchIfInstruction(out var condition, out var trueInst)) |
|
return false; |
|
var falseInst = loopHead.Instructions[1]; |
|
while (condition.MatchLogicNot(out var arg)) { |
|
condition = arg; |
|
ExtensionMethods.Swap(ref trueInst, ref falseInst); |
|
} |
|
if (!(condition is CallInstruction call && call.Method.Name == "MoveNext")) |
|
return false; |
|
if (!(call.Arguments.Count == 1 && call.Arguments[0].MatchLdLocRef(out var enumeratorVar))) |
|
return false; |
|
exitBranch = falseInst as Branch; |
|
|
|
// Check that loopHead is entry-point of try-block: |
|
Block entryPoint = container.EntryPoint; |
|
while (entryPoint.IncomingEdgeCount == 1 && entryPoint.Instructions.Count == 1 && entryPoint.Instructions[0].MatchBranch(out var targetBlock)) { |
|
// skip blocks that only branch to another block |
|
entryPoint = targetBlock; |
|
} |
|
return entryPoint == loopHead; |
|
} |
|
#endregion |
|
|
|
#region ExtendLoop (fall-back heuristic) |
|
/// <summary> |
|
/// This function implements a heuristic algorithm that tries to reduce the number of exit |
|
/// points. It is only used as fall-back when it is impossible to use a single exit point. |
|
/// </summary> |
|
/// <remarks> |
|
/// This heuristic loop extension algorithm traverses the loop head's dominator tree in pre-order. |
|
/// For each candidate node, we detect whether adding it to the loop reduces the number of exit points. |
|
/// If it does, the candidate is added to the loop. |
|
/// |
|
/// Adding a node to the loop has two effects on the the number of exit points: |
|
/// * exit points that were added to the loop are no longer exit points, thus reducing the total number of exit points |
|
/// * successors of the newly added nodes might be new, additional exit points |
|
/// |
|
/// Requires and maintains the invariant that a node is marked as visited iff it is contained in the loop. |
|
/// </remarks> |
|
void ExtendLoopHeuristic(ControlFlowNode loopHead, List<ControlFlowNode> loop, ControlFlowNode candidate) |
|
{ |
|
Debug.Assert(candidate.Visited == loop.Contains(candidate)); |
|
if (!candidate.Visited) { |
|
// This node not yet part of the loop, but might be added |
|
List<ControlFlowNode> additionalNodes = new List<ControlFlowNode>(); |
|
// Find additionalNodes nodes and mark them as visited. |
|
candidate.TraversePreOrder(n => n.Predecessors, additionalNodes.Add); |
|
// This means Visited now represents the candiate extended loop. |
|
// Determine new exit points that are reachable from the additional nodes |
|
// (note: some of these might have previously been exit points, too) |
|
var newExitPoints = additionalNodes.SelectMany(n => n.Successors).Where(n => !n.Visited).ToHashSet(); |
|
// Make visited represent the unextended loop, so that we can measure the exit points |
|
// in the old state. |
|
foreach (var node in additionalNodes) |
|
node.Visited = false; |
|
// Measure number of added and removed exit points |
|
int removedExitPoints = additionalNodes.Count(IsExitPoint); |
|
int addedExitPoints = newExitPoints.Count(n => !IsExitPoint(n)); |
|
if (removedExitPoints > addedExitPoints) { |
|
// We can reduce the number of exit points by adding the candidate node to the loop. |
|
candidate.TraversePreOrder(n => n.Predecessors, loop.Add); |
|
} |
|
} |
|
// Pre-order traversal of dominator tree |
|
foreach (var node in candidate.DominatorTreeChildren) { |
|
ExtendLoopHeuristic(loopHead, loop, node); |
|
} |
|
} |
|
|
|
/// <summary> |
|
/// Gets whether 'node' is an exit point for the loop marked by the Visited flag. |
|
/// </summary> |
|
bool IsExitPoint(ControlFlowNode node) |
|
{ |
|
if (node.Visited) |
|
return false; // nodes in the loop are not exit points |
|
foreach (var pred in node.Predecessors) { |
|
if (pred.Visited) |
|
return true; |
|
} |
|
return false; |
|
} |
|
#endregion |
|
|
|
/// <summary> |
|
/// Move the blocks associated with the loop into a new block container. |
|
/// </summary> |
|
void ConstructLoop(List<ControlFlowNode> loop, ControlFlowNode exitPoint) |
|
{ |
|
Block oldEntryPoint = (Block)loop[0].UserData; |
|
Block exitTargetBlock = (Block)exitPoint?.UserData; |
|
|
|
BlockContainer loopContainer = new BlockContainer(ContainerKind.Loop); |
|
Block newEntryPoint = new Block(); |
|
loopContainer.Blocks.Add(newEntryPoint); |
|
// Move contents of oldEntryPoint to newEntryPoint |
|
// (we can't move the block itself because it might be the target of branch instructions outside the loop) |
|
newEntryPoint.Instructions.ReplaceList(oldEntryPoint.Instructions); |
|
newEntryPoint.ILRange = oldEntryPoint.ILRange; |
|
oldEntryPoint.Instructions.ReplaceList(new[] { loopContainer }); |
|
if (exitTargetBlock != null) |
|
oldEntryPoint.Instructions.Add(new Branch(exitTargetBlock)); |
|
|
|
MoveBlocksIntoContainer(loop, loopContainer); |
|
|
|
// Rewrite branches within the loop from oldEntryPoint to newEntryPoint: |
|
foreach (var branch in loopContainer.Descendants.OfType<Branch>()) { |
|
if (branch.TargetBlock == oldEntryPoint) { |
|
branch.TargetBlock = newEntryPoint; |
|
} else if (branch.TargetBlock == exitTargetBlock) { |
|
branch.ReplaceWith(new Leave(loopContainer) { ILRange = branch.ILRange }); |
|
} |
|
} |
|
} |
|
|
|
private void MoveBlocksIntoContainer(List<ControlFlowNode> loop, BlockContainer loopContainer) |
|
{ |
|
// Move other blocks into the loop body: they're all dominated by the loop header, |
|
// and thus cannot be the target of branch instructions outside the loop. |
|
for (int i = 1; i < loop.Count; i++) { |
|
Block block = (Block)loop[i].UserData; |
|
// some blocks might already be in use by nested loops that were detected earlier; |
|
// don't move those (they'll be implicitly moved when the block containing the |
|
// nested loop container is moved). |
|
if (block.Parent == currentBlockContainer) { |
|
Debug.Assert(block.ChildIndex != 0); |
|
int oldChildIndex = block.ChildIndex; |
|
loopContainer.Blocks.Add(block); |
|
currentBlockContainer.Blocks.SwapRemoveAt(oldChildIndex); |
|
} |
|
} |
|
for (int i = 1; i < loop.Count; i++) { |
|
// Verify that we moved all loop blocks into the loop container. |
|
// If we wanted to move any blocks already in use by a nested loop, |
|
// this means we check that the whole nested loop got moved. |
|
Block block = (Block)loop[i].UserData; |
|
Debug.Assert(block.IsDescendantOf(loopContainer)); |
|
} |
|
} |
|
|
|
private void DetectSwitchBody(Block block, SwitchInstruction switchInst) |
|
{ |
|
Debug.Assert(block.Instructions.Last() == switchInst); |
|
ControlFlowNode h = context.ControlFlowNode; // CFG node for our switch head |
|
Debug.Assert(h.UserData == block); |
|
Debug.Assert(!TreeTraversal.PreOrder(h, n => n.DominatorTreeChildren).Any(n => n.Visited)); |
|
|
|
var nodesInSwitch = new List<ControlFlowNode>(); |
|
nodesInSwitch.Add(h); |
|
h.Visited = true; |
|
ExtendLoop(h, nodesInSwitch, out var exitPoint, isSwitch: true); |
|
if (exitPoint != null && exitPoint.Predecessors.Count == 1 && !context.ControlFlowGraph.HasReachableExit(exitPoint)) { |
|
// If the exit point is reachable from just one single "break;", |
|
// it's better to move the code into the switch. |
|
// (unlike loops which should not be nested unless necessary, |
|
// nesting switches makes it clearer in which cases a piece of code is reachable) |
|
nodesInSwitch.AddRange(TreeTraversal.PreOrder(exitPoint, p => p.DominatorTreeChildren)); |
|
exitPoint = null; |
|
} |
|
|
|
context.Step("Create BlockContainer for switch", switchInst); |
|
// Sort blocks in the loop in reverse post-order to make the output look a bit nicer. |
|
// (if the loop doesn't contain nested loops, this is a topological sort) |
|
nodesInSwitch.Sort((a, b) => b.PostOrderNumber.CompareTo(a.PostOrderNumber)); |
|
Debug.Assert(nodesInSwitch[0] == h); |
|
foreach (var node in nodesInSwitch) { |
|
node.Visited = false; // reset visited flag so that we can find outer loops |
|
Debug.Assert(h.Dominates(node) || !node.IsReachable, "The switch body must be dominated by the switch head"); |
|
} |
|
|
|
BlockContainer switchContainer = new BlockContainer(ContainerKind.Switch); |
|
Block newEntryPoint = new Block(); |
|
newEntryPoint.ILRange = switchInst.ILRange; |
|
switchContainer.Blocks.Add(newEntryPoint); |
|
newEntryPoint.Instructions.Add(switchInst); |
|
block.Instructions[block.Instructions.Count - 1] = switchContainer; |
|
|
|
Block exitTargetBlock = (Block)exitPoint?.UserData; |
|
if (exitTargetBlock != null) { |
|
block.Instructions.Add(new Branch(exitTargetBlock)); |
|
} |
|
|
|
MoveBlocksIntoContainer(nodesInSwitch, switchContainer); |
|
|
|
// Rewrite branches within the loop from oldEntryPoint to newEntryPoint: |
|
foreach (var branch in switchContainer.Descendants.OfType<Branch>()) { |
|
if (branch.TargetBlock == exitTargetBlock) { |
|
branch.ReplaceWith(new Leave(switchContainer) { ILRange = branch.ILRange }); |
|
} |
|
} |
|
} |
|
} |
|
}
|
|
|