.NET Decompiler with support for PDB generation, ReadyToRun, Metadata (&more) - cross-platform!
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// Copyright (c) 2014 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;
using ICSharpCode.Decompiler.FlowAnalysis;
using ICSharpCode.Decompiler.IL.Transforms;
using ICSharpCode.Decompiler.Util;
namespace ICSharpCode.Decompiler.IL.ControlFlow
{
/// <summary>
/// Detect loops in IL AST.
/// </summary>
/// <remarks>
/// Transform ordering:
/// * LoopDetection should run before other control flow structures are detected.
/// * Blocks should be basic blocks (not extended basic blocks) so that the natural loops
/// don't include more instructions than strictly necessary.
/// * Loop detection should run after the 'return block' is duplicated (ControlFlowSimplification).
/// </remarks>
public class LoopDetection : IBlockTransform
{
BlockTransformContext context;
/// <summary>Block container corresponding to the current cfg.</summary>
BlockContainer currentBlockContainer;
/// <summary>
/// Enabled during DetectSwitchBody, used by ExtendLoop and children
/// </summary>
private bool isSwitch;
/// <summary>
/// Used when isSwitch == true, to determine appropriate exit points within loops
/// </summary>
private SwitchDetection.LoopContext loopContext;
/// <summary>
/// Check whether 'block' is a loop head; and construct a loop instruction
/// (nested BlockContainer) if it is.
/// </summary>
public void Run(Block block, BlockTransformContext context)
{
this.context = context;
// LoopDetection runs early enough so that block should still
// be in the original container at this point.
Debug.Assert(block.Parent == context.ControlFlowGraph.Container);
this.currentBlockContainer = context.ControlFlowGraph.Container;
// Because this is a post-order block transform, we can assume that
// any nested loops within this loop have already been constructed.
if (block.Instructions.Last() is SwitchInstruction switchInst) {
// Switch instructions support "break;" just like loops
DetectSwitchBody(block, switchInst);
}
ControlFlowNode h = context.ControlFlowNode; // CFG node for our potential loop head
Debug.Assert(h.UserData == block);
Debug.Assert(!TreeTraversal.PreOrder(h, n => n.DominatorTreeChildren).Any(n => n.Visited));
List<ControlFlowNode> loop = null;
foreach (var t in h.Predecessors) {
if (h.Dominates(t)) {
// h->t is a back edge, and h is a loop header
// Add the natural loop of t->h to the loop.
// Definitions:
// * A back edge is an edge t->h so that h dominates t.
// * The natural loop of the back edge is the smallest set of nodes
// that includes the back edge and has no predecessors outside the set
// except for the predecessor of the header.
if (loop == null) {
loop = new List<ControlFlowNode>();
loop.Add(h);
// Mark loop header as visited so that the pre-order traversal
// stops at the loop header.
h.Visited = true;
}
t.TraversePreOrder(n => n.Predecessors, loop.Add);
}
}
if (loop != null) {
var headBlock = (Block)h.UserData;
context.Step($"Construct loop with head {headBlock.Label}", headBlock);
// loop now is the union of all natural loops with loop head h.
// Ensure any block included into nested loops is also considered part of this loop:
IncludeNestedContainers(loop);
// Try to extend the loop to reduce the number of exit points:
ExtendLoop(h, loop, out var exitPoint);
IncludeUnreachablePredecessors(loop);
// 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)
loop.Sort((a, b) => b.PostOrderNumber.CompareTo(a.PostOrderNumber));
Debug.Assert(loop[0] == h);
foreach (var node in loop) {
node.Visited = false; // reset visited flag so that we can find outer loops
Debug.Assert(h.Dominates(node) || !node.IsReachable, "The loop body must be dominated by the loop head");
}
ConstructLoop(loop, exitPoint);
}
}
/// <summary>
/// For each block in the input loop that is the head of a nested loop or switch,
/// include all blocks from the nested container into the loop.
///
/// This ensures that all blocks that were included into inner loops are also
/// included into the outer loop, thus keeping our loops well-nested.
/// </summary>
/// <remarks>
/// More details for why this is necessary are here:
/// https://github.com/icsharpcode/ILSpy/issues/915
///
/// Pre+Post-Condition: node.Visited iff loop.Contains(node)
/// </remarks>
void IncludeNestedContainers(List<ControlFlowNode> loop)
{
for (int i = 0; i < loop.Count; i++) {
IncludeBlock((Block)loop[i].UserData);
}
void IncludeBlock(Block block)
{
foreach (var nestedContainer in block.Instructions.OfType<BlockContainer>()) {
// Just in case the block has multiple nested containers (e.g. due to loop and switch),
// also check the entry point:
IncludeBlock(nestedContainer.EntryPoint);
// Use normal processing for all non-entry-point blocks
// (the entry-point itself doesn't have a CFG node, because it's newly created by this transform)
for (int i = 1; i < nestedContainer.Blocks.Count; i++) {
var node = context.ControlFlowGraph.GetNode(nestedContainer.Blocks[i]);
Debug.Assert(loop[0].Dominates(node) || !node.IsReachable);
if (!node.Visited) {
node.Visited = true;
loop.Add(node);
// note: this block will be re-visited when the "i < loop.Count"
// gets around to the new entry
}
}
}
}
}
#region ExtendLoop
/// <summary>
/// Given a natural loop, add additional CFG nodes to the loop in order
/// to reduce the number of exit points out of the loop.
/// We do this because C# only allows reaching a single exit point (with 'break'
/// statements or when the loop condition evaluates to false), so we'd have
/// to introduce 'goto' statements for any additional exit points.
/// </summary>
/// <remarks>
/// Definition:
/// A "reachable exit" is a branch/leave target that is reachable from the loop,
/// but not dominated by the loop head. A reachable exit may or may not have a
/// corresponding CFG node (depending on whether it is a block in the current block container).
/// -> reachable exits are leaving the code region dominated by the loop
///
/// Definition:
/// A loop "exit point" is a CFG node that is not itself part of the loop,
/// but has at least one predecessor which is part of the loop.
/// -> exit points are leaving the loop itself
///
/// Nodes can only be added to the loop if they are dominated by the loop head.
/// When adding a node to the loop, we must also add all of that node's predecessors
/// to the loop. (this ensures that the loop keeps its single entry point)
///
/// Goal: If possible, find a set of nodes that can be added to the loop so that there
/// remains only a single exit point.
/// Add as little code as possible to the loop to reach this goal.
///
/// This means we need to partition the set of nodes dominated by the loop entry point
/// into two sets (in-loop and out-of-loop).
/// Constraints:
/// * the loop head itself is in-loop
/// * there must not be any edge from an out-of-loop node to an in-loop node
/// -> all predecessors of in-loop nodes are also in-loop
/// -> all nodes in a cycle are part of the same partition
/// Optimize:
/// * use only a single exit point if at all possible
/// * minimize the amount of code in the in-loop partition
/// (thus: maximize the amount of code in the out-of-loop partition)
/// "amount of code" could be measured as:
/// * number of basic blocks
/// * number of instructions directly in those basic blocks (~= number of statements)
/// * number of instructions in those basic blocks (~= number of expressions)
/// (we currently use the number of statements)
///
/// Observations:
/// * If a node is in-loop, so are all its ancestors in the dominator tree (up to the loop entry point)
/// * If there are no exits reachable from a node (i.e. all paths from that node lead to a return/throw instruction),
/// it is valid to put the group of nodes dominated by that node into either partition independently of
/// any other nodes except for the ancestors in the dominator tree.
/// (exception: the loop head itself must always be in-loop)
///
/// There are two different cases we need to consider:
/// 1) There are no exits reachable at all from the loop head.
/// -> it is possible to create a loop with zero exit points by adding all nodes
/// dominated by the loop to the loop.
/// -> the only way to exit the loop is by "return;" or "throw;"
/// 2) There are some exits reachable from the loop head.
///
/// In case 1, we can pick a single exit point freely by picking any node that has no reachable exits
/// (other than the loop head).
/// All nodes dominated by the exit point are out-of-loop, all other nodes are in-loop.
/// See PickExitPoint() for the heuristic that picks the exit point in this case.
///
/// In case 2, we need to pick our exit point so that all paths from the loop head
/// to the reachable exits run through that exit point.
///
/// This is a form of postdominance where the reachable exits are considered exit nodes,
/// while "return;" or "throw;" instructions are not considered exit nodes.
///
/// Using this form of postdominance, we are looking for an exit point that post-dominates all nodes in the natural loop.
/// --> a common ancestor in post-dominator tree.
/// To minimize the amount of code in-loop, we pick the lowest common ancestor.
/// All nodes dominated by the exit point are out-of-loop, all other nodes are in-loop.
/// (using normal dominance as in case 1, not post-dominance!)
///
/// If it is impossible to use a single exit point for the loop, the lowest common ancestor will be the fake "exit node"
/// used by the post-dominance analysis. In this case, we fall back to the old heuristic algorithm.
///
/// Requires and maintains the invariant that a node is marked as visited iff it is contained in the loop.
/// </remarks>
void ExtendLoop(ControlFlowNode loopHead, List<ControlFlowNode> loop, out ControlFlowNode exitPoint)
{
exitPoint = FindExitPoint(loopHead, loop);
Debug.Assert(!loop.Contains(exitPoint), "Cannot pick an exit point that is part of the natural loop");
if (exitPoint != null) {
// Either we are in case 1 and just picked an exit that maximizes the amount of code
// outside the loop, or we are in case 2 and found an exit point via post-dominance.
// Note that if exitPoint == NoExitPoint, we end up adding all dominated blocks to the loop.
var ep = exitPoint;
foreach (var node in TreeTraversal.PreOrder(loopHead, n => DominatorTreeChildren(n, ep))) {
if (!node.Visited) {
node.Visited = true;
loop.Add(node);
}
}
} else {
// We are in case 2, but could not find a suitable exit point.
// Heuristically try to minimize the number of exit points
// (but we'll always end up with more than 1 exit and will require goto statements).
ExtendLoopHeuristic(loopHead, loop, loopHead);
}
}
/// <summary>
/// Special control flow node (not part of any graph) that signifies that we want to construct a loop
/// without any exit point.
/// </summary>
static readonly ControlFlowNode NoExitPoint = new ControlFlowNode();
/// <summary>
/// Finds a suitable single exit point for the specified loop.
/// </summary>
/// <returns>
/// 1) If a suitable exit point was found: the control flow block that should be reached when breaking from the loop
/// 2) If the loop should not have any exit point (extend by all dominated blocks): NoExitPoint
/// 3) otherwise (exit point unknown, heuristically extend loop): null
/// </returns>
/// <remarks>This method must not write to the Visited flags on the CFG.</remarks>
internal ControlFlowNode FindExitPoint(ControlFlowNode loopHead, IReadOnlyList<ControlFlowNode> naturalLoop)
{
bool hasReachableExit = HasReachableExit(loopHead);
if (!hasReachableExit) {
// Case 1:
// There are no nodes n so that loopHead dominates a predecessor of n but not n itself
// -> we could build a loop with zero exit points.
if (IsPossibleForeachLoop((Block)loopHead.UserData, out var exitBranch)) {
if (exitBranch != null) {
// let's see if the target of the exit branch is a suitable exit point
var cfgNode = loopHead.Successors.FirstOrDefault(n => n.UserData == exitBranch.TargetBlock);
if (cfgNode != null && loopHead.Dominates(cfgNode) && !context.ControlFlowGraph.HasReachableExit(cfgNode)) {
return cfgNode;
}
}
return NoExitPoint;
}
ControlFlowNode exitPoint = null;
int exitPointILOffset = -1;
foreach (var node in loopHead.DominatorTreeChildren) {
PickExitPoint(node, ref exitPoint, ref exitPointILOffset);
}
return exitPoint;
} else {
// Case 2:
// We need to pick our exit point so that all paths from the loop head
// to the reachable exits run through that exit point.
var cfg = context.ControlFlowGraph.cfg;
var revCfg = PrepareReverseCFG(loopHead, out int exitNodeArity);
//ControlFlowNode.ExportGraph(cfg).Show("cfg");
//ControlFlowNode.ExportGraph(revCfg).Show("rev");
ControlFlowNode commonAncestor = revCfg[loopHead.UserIndex];
Debug.Assert(commonAncestor.IsReachable);
foreach (ControlFlowNode cfgNode in naturalLoop) {
ControlFlowNode revNode = revCfg[cfgNode.UserIndex];
if (revNode.IsReachable) {
commonAncestor = Dominance.FindCommonDominator(commonAncestor, revNode);
}
}
// All paths from within the loop to a reachable exit run through 'commonAncestor'.
// However, this doesn't mean that 'commonAncestor' is valid as an exit point.
// We walk up the post-dominator tree until we've got a valid exit point:
ControlFlowNode exitPoint;
while (commonAncestor.UserIndex >= 0) {
exitPoint = cfg[commonAncestor.UserIndex];
Debug.Assert(exitPoint.Visited == naturalLoop.Contains(exitPoint));
// It's possible that 'commonAncestor' is itself part of the natural loop.
// If so, it's not a valid exit point.
if (!exitPoint.Visited && ValidateExitPoint(loopHead, exitPoint)) {
// we found an exit point
return exitPoint;
}
commonAncestor = commonAncestor.ImmediateDominator;
}
// least common post-dominator is the artificial exit node
// This means we're in one of two cases:
// * The loop might have multiple exit points.
// -> we should return null
// * The loop has a single exit point that wasn't considered during post-dominance analysis.
// (which means the single exit isn't dominated by the loop head)
// -> we should return NoExitPoint so that all code dominated by the loop head is included into the loop
if (exitNodeArity > 1)
return null;
// Exit node is on the very edge of the tree, and isn't important for determining inclusion
// Still necessary for switch detection to insert correct leave statements
if (exitNodeArity == 1 && isSwitch)
return loopContext.GetBreakTargets(loopHead).Distinct().Single();
// If exitNodeArity == 0, we should maybe look test if our exits out of the block container are all compatible?
// but I don't think it hurts to have a bit too much code inside the loop in this rare case.
return NoExitPoint;
}
}
/// <summary>
/// Validates an exit point.
///
/// An exit point is invalid iff there is a node reachable from the exit point that
/// is dominated by the loop head, but not by the exit point.
/// (i.e. this method returns false iff the exit point's dominance frontier contains
/// a node dominated by the loop head. but we implement this the slow way because
/// we don't have dominance frontiers precomputed)
/// </summary>
/// <remarks>
/// We need this because it's possible that there's a return block (thus reverse-unreachable node ignored by post-dominance)
/// that is reachable both directly from the loop, and from the exit point.
/// </remarks>
bool ValidateExitPoint(ControlFlowNode loopHead, ControlFlowNode exitPoint)
{
var cfg = context.ControlFlowGraph;
return IsValid(exitPoint);
bool IsValid(ControlFlowNode node)
{
if (!cfg.HasReachableExit(node)) {
// Optimization: if the dominance frontier is empty, we don't need
// to check every node.
return true;
}
foreach (var succ in node.Successors) {
if (loopHead != succ && loopHead.Dominates(succ) && !exitPoint.Dominates(succ))
return false;
}
foreach (var child in node.DominatorTreeChildren) {
if (!IsValid(child))
return false;
}
return true;
}
}
/// <summary>
/// Extension of ControlFlowGraph.HasReachableExit
/// Uses loopContext.GetBreakTargets().Any() when analyzing switches to avoid
/// classifying continue blocks as reachable exits.
/// </summary>
bool HasReachableExit(ControlFlowNode node) => isSwitch
? loopContext.GetBreakTargets(node).Any()
: context.ControlFlowGraph.HasReachableExit(node);
/// <summary>
/// Returns the children in a loop dominator tree, with an optional exit point
/// Avoids returning continue statements when analysing switches (because increment blocks can be dominated)
/// </summary>
IEnumerable<ControlFlowNode> DominatorTreeChildren(ControlFlowNode n, ControlFlowNode exitPoint) =>
n.DominatorTreeChildren.Where(c => c != exitPoint && (!isSwitch || !loopContext.MatchContinue(c)));
/// <summary>
/// Pick exit point by picking any node that has no reachable exits.
///
/// In the common case where the code was compiled with a compiler that emits IL code
/// in source order (like the C# compiler), we can find the "real" exit point
/// by simply picking the block with the highest IL offset.
/// So let's do that instead of maximizing amount of code.
/// </summary>
/// <returns>Code amount in <paramref name="node"/> and its dominated nodes.</returns>
/// <remarks>This method must not write to the Visited flags on the CFG.</remarks>
void PickExitPoint(ControlFlowNode node, ref ControlFlowNode exitPoint, ref int exitPointILOffset)
{
if (isSwitch && loopContext.MatchContinue(node))
return;
Block block = (Block)node.UserData;
if (block.StartILOffset > exitPointILOffset
&& !HasReachableExit(node)
&& ((Block)node.UserData).Parent == currentBlockContainer)
{
// HasReachableExit(node) == false
// -> there are no nodes n so that `node` dominates a predecessor of n but not n itself
// -> there is no control flow out of `node` back into the loop, so it's usable as exit point
// Additionally, we require that the block wasn't already moved into a nested loop,
// since there's no way to jump into the middle of that loop when we need to exit.
// NB: this is the only reason why we detect nested loops before outer loops:
// If we detected the outer loop first, the outer loop might pick an exit point
// that prevents us from finding a nice exit for the inner loops, causing
// unnecessary gotos.
exitPoint = node;
exitPointILOffset = block.StartILOffset;
return; // don't visit children, they are likely to have even later IL offsets and we'd end up
// moving almost all of the code into the loop.
}
foreach (var child in node.DominatorTreeChildren) {
PickExitPoint(child, ref exitPoint, ref exitPointILOffset);
}
}
/// <summary>
/// Constructs a new control flow graph.
/// Each node cfg[i] has a corresponding node rev[i].
/// Edges are only created for nodes dominated by loopHead, and are in reverse from their direction
/// in the primary CFG.
/// An artificial exit node is used for edges that leave the set of nodes dominated by loopHead,
/// or that leave the block Container.
/// </summary>
/// <param name="loopHead">Entry point of the loop.</param>
/// <param name="exitNodeArity">out: The number of different CFG nodes.
/// Possible values:
/// 0 = no CFG nodes used as exit nodes (although edges leaving the block container might still be exits);
/// 1 = a single CFG node (not dominated by loopHead) was used as an exit node;
/// 2 = more than one CFG node (not dominated by loopHead) was used as an exit node.
/// </param>
/// <returns></returns>
ControlFlowNode[] PrepareReverseCFG(ControlFlowNode loopHead, out int exitNodeArity)
{
ControlFlowNode[] cfg = context.ControlFlowGraph.cfg;
ControlFlowNode[] rev = new ControlFlowNode[cfg.Length + 1];
for (int i = 0; i < cfg.Length; i++) {
rev[i] = new ControlFlowNode { UserIndex = i, UserData = cfg[i].UserData };
}
ControlFlowNode nodeTreatedAsExitNode = null;
bool multipleNodesTreatedAsExitNodes = false;
ControlFlowNode exitNode = new ControlFlowNode { UserIndex = -1 };
rev[cfg.Length] = exitNode;
for (int i = 0; i < cfg.Length; i++) {
if (!loopHead.Dominates(cfg[i]) || isSwitch && cfg[i] != loopHead && loopContext.MatchContinue(cfg[i]))
continue;
// Add reverse edges for all edges in cfg
foreach (var succ in cfg[i].Successors) {
// edges to outer loops still count as exits (labelled continue not implemented)
if (isSwitch && loopContext.MatchContinue(succ, 1))
continue;
if (loopHead.Dominates(succ)) {
rev[succ.UserIndex].AddEdgeTo(rev[i]);
} else {
if (nodeTreatedAsExitNode == null)
nodeTreatedAsExitNode = succ;
if (nodeTreatedAsExitNode != succ)
multipleNodesTreatedAsExitNodes = true;
exitNode.AddEdgeTo(rev[i]);
}
}
if (context.ControlFlowGraph.HasDirectExitOutOfContainer(cfg[i])) {
exitNode.AddEdgeTo(rev[i]);
}
}
if (multipleNodesTreatedAsExitNodes)
exitNodeArity = 2; // more than 1
else if (nodeTreatedAsExitNode != null)
exitNodeArity = 1;
else
exitNodeArity = 0;
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>
/// While our normal dominance logic ensures the loop has just a single reachable entry point,
/// it's possible that there are unreachable code blocks that have jumps into the loop.
/// We'll also include those into the loop.
///
/// Requires and maintains the invariant that a node is marked as visited iff it is contained in the loop.
/// </summary>
private void IncludeUnreachablePredecessors(List<ControlFlowNode> loop)
{
for (int i = 1; i < loop.Count; i++) {
Debug.Assert(loop[i].Visited);
foreach (var pred in loop[i].Predecessors) {
if (!pred.Visited) {
if (pred.IsReachable) {
Debug.Fail("All jumps into the loop body should go through the entry point");
} else {
pred.Visited = true;
loop.Add(pred);
}
}
}
}
}
/// <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.AddILRange(oldEntryPoint);
oldEntryPoint.Instructions.ReplaceList(new[] { loopContainer });
if (exitTargetBlock != null)
oldEntryPoint.Instructions.Add(new Branch(exitTargetBlock));
loopContainer.AddILRange(newEntryPoint);
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).WithILRange(branch));
}
}
}
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));
isSwitch = true;
loopContext = new SwitchDetection.LoopContext(context.ControlFlowGraph, h);
var nodesInSwitch = new List<ControlFlowNode>();
nodesInSwitch.Add(h);
h.Visited = true;
ExtendLoop(h, nodesInSwitch, out var exitPoint);
if (exitPoint != null && h.Dominates(exitPoint) && exitPoint.Predecessors.Count == 1 && !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));
foreach (var node in nodesInSwitch) {
node.Visited = true;
}
exitPoint = null;
}
IncludeUnreachablePredecessors(nodesInSwitch);
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.AddILRange(switchInst);
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));
}
switchContainer.AddILRange(newEntryPoint);
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).WithILRange(branch));
}
}
isSwitch = false;
}
}
}