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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>
/// 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);
// 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) { if (block.Instructions[0] is BlockContainer nestedContainer) { // 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)); 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.
///
/// Precondition: Requires 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, bool isSwitch=false) { exitPoint = FindExitPoint(loopHead, loop, isSwitch); 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 => (n != ep) ? n.DominatorTreeChildren : null)) { if (node != exitPoint && !node.Visited) { 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>
ControlFlowNode FindExitPoint(ControlFlowNode loopHead, IReadOnlyList<ControlFlowNode> naturalLoop, bool treatBackEdgesAsExits) { bool hasReachableExit = context.ControlFlowGraph.HasReachableExit(loopHead); if (!hasReachableExit && treatBackEdgesAsExits) { // If we're analyzing the switch, there's no reachable exit, but the loopHead (=switchHead) block
// is also a loop head, we consider the back-edge a reachable exit for the switch.
hasReachableExit = loopHead.Predecessors.Any(p => loopHead.Dominates(p)); } 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, treatBackEdgesAsExits, 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; } else { // 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>
/// 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) { Block block = (Block)node.UserData; if (block.ILRange.Start > exitPointILOffset && !context.ControlFlowGraph.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.ILRange.Start; 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="treatBackEdgesAsExits">Whether to treat loop back edges as exit points.</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, bool treatBackEdgesAsExits, 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])) continue; // Add reverse edges for all edges in cfg
foreach (var succ in cfg[i].Successors) { if (loopHead.Dominates(succ) && (!treatBackEdgesAsExits || loopHead != 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>
/// 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 }); } } } } }
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