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

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namespace SpriteCompiler.Problem
{
using SpriteCompiler.AI;
using System;
using System.Collections.Generic;
using System.Linq;
public sealed class SpriteGeneratorSuccessorFunction : ISuccessorFunction<CodeSequence, SpriteGeneratorState>
{
public IDictionary<CodeSequence, SpriteGeneratorState> Successors(SpriteGeneratorState state)
{
// This is the work-horse of the compiler. For a given state we need to enumerate all of the
// potential next operations.
//
// 1. If there are 16-bits of data at then current offset, we can
// a. Use one of the cached valued in A/X/Y/D if they match (4 cycles)
// b. Use a PEA to push immediate values (5 cycles)
// c. Load a value into A/X/Y and then push (7 cycles, only feasible if the value appears elsewhere in the sprite)
// d. Load the value into D and then push (9 cycles, and leaves A = D)
//
// 2. Move the stack
// a. Add a value directly (7 cycles, A = unknown)
// b. Skip 1 byte (6 cycles, A = unknown TSC/DEC/TSC)
// c. Multiple skips (LDA X,s/AND/ORA/STA = 16/byte, ADC #/TCS/LDX #/PHX = 10/byte
//
// 3. Single-byte at the end of a solid run
// a. If no registers are 8-bit, LDA #Imm/STA 0,s (8 cycles, sets Acc)
// b. If any reg is already 8-bit, LDA #imm/PHA (6 cycles)
var actions = new List<CodeSequence>();
var bytes = state.Bytes.ToDictionary(x => x.Offset, x => x);
// If the accumulator holds an offset then we could move to any byte position.
if (state.A.IsScreenOffset && !state.S.IsScreenOffset)
{
foreach (var datum in state.Bytes)
{
actions.Add(new MOVE_STACK(datum.Offset - state.A.Value));
}
}
// If the accumulator and stack are both initialized, only propose moves to locations
// before and after the current 256 byte stack-relative window
if (state.A.IsScreenOffset && state.S.IsScreenOffset)
{
var addr = state.S.Value;
foreach (var datum in state.Bytes.Where(x => (x.Offset - addr) > 255 || (x.Offset - addr) < 0))
{
actions.Add(new MOVE_STACK(datum.Offset - state.A.Value));
}
}
// If the stack is valid on a word (consecutive bytes), when we can alway do a PEA
if (state.S.IsScreenOffset && state.S.Value > 0)
{
var addr = state.S.Value;
if (bytes.ContainsKey((ushort)addr) && bytes.ContainsKey((ushort)(addr - 1)))
{
var high = bytes[(ushort)addr].Data;
var low = bytes[(ushort)(addr - 1)].Data;
var word = (ushort)(low + (high << 8));
actions.Add(new PEA(word));
}
}
// It is always permissible to move to/from 16 bit mode
if (state.LongA)
{
actions.Add(new SHORT_M());
// Add any possible 16-bit data manipulations
if (state.S.IsScreenOffset)
{
var addr = state.S.Value;
// Look for consecutive bytes
var local = state.Bytes.Where(WithinRangeOf(addr, 257)).ToList(); // 16-bit value can extend to the 256th byte
var words = local
.Skip(1)
.Select((x, i) => new { High = x, Low = local[i] })
.Where(p => p.Low.Offset == (p.High.Offset - 1))
.ToList();
foreach (var word in words)
{
var offset = (byte)(word.Low.Offset - addr);
var data = (ushort)(word.Low.Data + (word.High.Data << 8));
actions.Add(new STACK_REL_16_BIT_IMMEDIATE_STORE(data, offset));
}
// We can LDA #$XXXX / STA X,s for any values within 256 bytes of the current address
foreach (var datum in state.Bytes.Where(WithinRangeOf(addr, 256)))
{
var offset = (byte)(datum.Offset - addr);
actions.Add(new STACK_REL_8_BIT_IMMEDIATE_STORE(datum.Data, offset));
}
}
}
else
{
actions.Add(new LONG_M());
// Add any possible 8-bit manipulations
if (state.S.IsScreenOffset)
{
var addr = state.S.Value;
// We can LDA #$XX / STA X,s for any values within 256 bytes of the current address
foreach (var datum in state.Bytes.Where(WithinRangeOf(addr, 256)))
{
var offset = datum.Offset - addr;
actions.Add(new STACK_REL_8_BIT_IMMEDIATE_STORE(datum.Data, (byte)offset));
}
}
}
// Run through the actions to create a dictionary
return actions.ToDictionary(x => x, x => x.Apply(state));
}
private Func<SpriteByte, bool> WithinRangeOf(int addr, int range)
{
return x => (x.Offset >= addr) && ((x.Offset - addr) < range);
}
}
}