iigs-sprite-compiler/SpriteCompiler/Problem/SpriteGeneratorHeuristicFunction.cs

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namespace SpriteCompiler.Problem
{
using SpriteCompiler.AI;
using SpriteCompiler.Helpers;
using System.Linq;
using System;
using System.Collections.Generic;
public sealed class SpriteGeneratorHeuristicFunction : IHeuristicFunction<SpriteGeneratorState, IntegerCost>
{
private static int SpanAndGapCost(int stack, int start, int end, int next)
{
var len = end - start + 1;
// If the span is within 255 bytes of the stack, there is no
// gap penalty and we base the cost off of sta xx,s instructions
var h1 = SpanAndGapCost(start, end, next);
var h2 = int.MaxValue;
if (stack <= end && (end - stack) < 256)
{
h2 = 5 * (len / 2) + 4 * (len % 2);
}
return Math.Min(h1, h2);
}
private static int SpanAndGapCost(int start, int end, int next)
{
// [start, end] is the span
// (end, next) is the gap
//
// start <= end <= next
var len = end - start + 1;
// No gap, no penalty
var gapCost = (end == next) ? 0 : 5;
var spanCost = 4 * (len / 2) + 3 * (len % 2);
return gapCost + spanCost;
}
private const int MASKED_DATA = 0;
private const int SOLID_DATA = 1;
private int ClassifyChunk(IEnumerable<SpriteByte> chunk)
{
return (chunk.First().Mask == 0x00) ? SOLID_DATA : MASKED_DATA;
}
private bool AreEquivalent(SpriteByte left, SpriteByte right)
{
// Return true if the two bytes are in an equivalence class
return
// The have to be adjacent
((right.Offset - left.Offset) == 1) &&
(
// First case: Both bytes are solid
((left.Mask == 0x00) && (right.Mask == 0x00)) ||
// Second case: Both bytes are masked
((left.Mask != 0x00) && (right.Mask != 0x00))
);
}
public IntegerCost Eval(SpriteGeneratorState state)
{
// An admissible heuistic that calculates a cost based on the gaps and runs in a sprite
//
// An even-length run can be done, at best in 4 cycles/word
// An odd-length run is even + 3 cycles/byte
// Easy case -- no data means no code
if (state.IsEmpty)
{
return 0;
}
// Get a list of all the bytes that have not been emitted
var remaining = state.RemainingBytes();
// Count the number of
//
// solid words
// solid bytes
// masked words
// masked bytes
//
// By grouping the remaining bytes into solid / masked runs
var chunks = remaining.GroupAdjacent((x, y) => AreEquivalent(x, y));
// Figure out the full range of offsets that need to be written
var range = remaining.Last().Offset - remaining.First().Offset;
// At best, we can write 257 bytes before needing to move the stack (0,s to 16-bit save to ff,s).
var minStackMoves = range / 257;
// Calculate a heuristic
var cost = 0;
// If the stack is undefined, then there is at least a 2 cycle
// cost to initialize it
if (!state.S.IsScreenOffset)
{
cost += 2;
}
cost += minStackMoves * 5;
// Iterate through each chunk, determine which equivalence class the chunk is
// in and then assign a minimum score
foreach (var chunk in chunks)
{
var len = chunk.Count();
switch (ClassifyChunk(chunk))
{
// Solid data costs at least 4 cycles / word + 3 cycles for a byte
case SOLID_DATA:
cost += 4 * (len / 2) + 3 * (len % 2);
break;
// Masked data costs at least 16 cycles / word + 11 cycles for a byte
case MASKED_DATA:
cost += 16 * (len / 2) + 11 * (len % 2);
break;
}
}
return cost;
}
}
}