mirror of
https://github.com/lscharen/iigs-sprite-compiler.git
synced 2024-10-12 03:23:41 +00:00
206 lines
8.8 KiB
C#
206 lines
8.8 KiB
C#
namespace SpriteCompiler.Problem
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{
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using SpriteCompiler.AI;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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public static class StateHelpers
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{
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public static byte? TryGetStackByte(this SpriteGeneratorState state, IDictionary<ushort, SpriteByte> data)
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{
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SpriteByte top;
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if (state.S.IsScreenOffset && data.TryGetValue((ushort)state.S.Value, out top))
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{
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return top.Data;
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}
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return null;
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}
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public static ushort? TryGetStackWord(this SpriteGeneratorState state, IDictionary<ushort, SpriteByte> data)
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{
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return TryGetStackWord(state, data, 0);
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}
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public static ushort? TryGetStackWord(this SpriteGeneratorState state, IDictionary<ushort, SpriteByte> data, int offset)
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{
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SpriteByte high;
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SpriteByte low;
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if (state.S.IsScreenOffset && (state.S.Value + offset) > 0 && data.TryGetValue((ushort)(state.S.Value + offset), out high) && data.TryGetValue((ushort)(state.S.Value + offset - 1), out low))
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{
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return (ushort)(low.Data + (high.Data << 8));
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}
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return null;
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}
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public static Tuple<CodeSequence, SpriteGeneratorState> Apply(this SpriteGeneratorState state, CodeSequence code)
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{
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return Tuple.Create(code, code.Apply(state));
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}
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}
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public sealed class SpriteGeneratorSuccessorFunction : ISuccessorFunction<CodeSequence, SpriteGeneratorState>
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{
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public IEnumerable<Tuple<CodeSequence, SpriteGeneratorState>> Successors(SpriteGeneratorState state)
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{
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// This is the work-horse of the compiler. For a given state we need to enumerate all of the
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// potential next operations.
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//
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// 1. If there are 16-bits of data at then current offset, we can
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// a. Use one of the cached valued in A/X/Y/D if they match (4 cycles)
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// b. Use a PEA to push immediate values (5 cycles)
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// c. Load a value into A/X/Y and then push (7 cycles, only feasible if the value appears elsewhere in the sprite)
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// d. Load the value into D and then push (9 cycles, and leaves A = D)
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//
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// 2. Move the stack
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// a. Add a value directly (7 cycles, A = unknown)
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// b. Skip 1 byte (6 cycles, A = unknown TSC/DEC/TSC)
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// c. Multiple skips (LDA X,s/AND/ORA/STA = 16/byte, ADC #/TCS/LDX #/PHX = 10/byte
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//
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// 3. Single-byte at the end of a solid run
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// a. If no registers are 8-bit, LDA #Imm/STA 0,s (8 cycles, sets Acc)
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// b. If any reg is already 8-bit, LDA #imm/PHA (6 cycles)
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//
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// We always try to return actions that write data since that moves us toward the goal state
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// Make it more convenient to get data by offset (this will probably be the representation of the state, eventually)
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var bytes = state.Bytes.ToDictionary(x => x.Offset, x => x);
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// Get the current byte and current word that exist at the current stack location
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var topByte = state.TryGetStackByte(bytes);
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var topWord = state.TryGetStackWord(bytes);
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var nextWord = state.TryGetStackWord(bytes, -2); // Also get the next value below the current word
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// We can always perform a PEA regardless of the register widths
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if (topWord.HasValue)
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{
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yield return state.Apply(new PEA(topWord.Value));
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// If any of the registers happen to match the value, we can do an optimized PHA/X/Y/D operations. Any one
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// PHx is as good as another and cannot affect the state, so just pick the first one.
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if (state.LongA)
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{
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if (state.A.IsLiteral && state.A.Value == topWord.Value)
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{
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yield return state.Apply(new PHA());
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}
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else
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{
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yield return state.Apply(new LOAD_16_BIT_IMMEDIATE_AND_PUSH(topWord.Value));
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}
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//else if (state.X.IsLiteral && state.X.Value == topWord.Value) { }
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//else if (state.Y.IsLiteral && state.Y.Value == topWord.Value) { }
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//else if (state.D.IsLiteral && state.D.Value == topWord.Value) { }
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// If the top two workd match, it might be worthwhile to load the accumulator to start immediate PHAs
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}
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}
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// If there is a valid byte, then we can look for an 8-bit push, or an immediate mode LDA #XX/STA 0,s
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if (topByte.HasValue)
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{
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if (!state.LongA)
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{
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yield return state.Apply(new STACK_REL_8_BIT_IMMEDIATE_STORE(topByte.Value, 0));
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}
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}
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// If the accumulator holds an offset then we could move to any byte position, but it is only beneficial to
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// move to the first or last byte of each span. So , take the first byte and then look for any
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if (state.A.IsScreenOffset && !state.S.IsScreenOffset && state.LongA)
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{
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for (var i = 0; i < state.Bytes.Count; i++)
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{
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if (i == 0)
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{
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yield return state.Apply(new MOVE_STACK(state.Bytes[i].Offset - state.A.Value));
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continue;
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}
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if (i == state.Bytes.Count - 1)
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{
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yield return state.Apply(new MOVE_STACK(state.Bytes[i].Offset - state.A.Value));
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continue;
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}
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if ((state.Bytes[i].Offset - state.Bytes[i-1].Offset) > 1)
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{
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yield return state.Apply(new MOVE_STACK(state.Bytes[i].Offset - state.A.Value));
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}
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}
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}
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// It is always permissible to move to/from 16 bit mode
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if (state.LongA)
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{
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yield return state.Apply(new SHORT_M());
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// Add any possible 16-bit data manipulations
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if (state.S.IsScreenOffset)
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{
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var addr = state.S.Value;
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// Look for consecutive bytes
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var local = state.Bytes.Where(WithinRangeOf(addr, 257)).ToList(); // 16-bit value can extend to the 256th byte
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var words = local
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.Skip(1)
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.Select((x, i) => new { High = x, Low = local[i] })
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.Where(p => p.Low.Offset == (p.High.Offset - 1))
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.ToList();
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foreach (var word in words)
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{
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var offset = (byte)(word.Low.Offset - addr);
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var data = (ushort)(word.Low.Data + (word.High.Data << 8));
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if (data == state.A.Value)
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{
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yield return state.Apply(new STACK_REL_16_BIT_STORE(data, offset));
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}
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else
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{
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yield return state.Apply(new STACK_REL_16_BIT_IMMEDIATE_STORE(data, offset));
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}
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}
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}
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}
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else
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{
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yield return state.Apply(new LONG_M());
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// Add any possible 8-bit manipulations
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if (state.S.IsScreenOffset)
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{
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var addr = state.S.Value;
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// We can LDA #$XX / STA X,s for any values within 256 bytes of the current address
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foreach (var datum in state.Bytes.Where(WithinRangeOf(addr, 256)))
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{
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var offset = datum.Offset - addr;
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yield return state.Apply(new STACK_REL_8_BIT_IMMEDIATE_STORE(datum.Data, (byte)offset));
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}
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}
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}
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// If the accumulator and stack are both initialized, only propose moves to locations
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// before and after the current 256 byte stack-relative window
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if (state.A.IsScreenOffset && state.S.IsScreenOffset && state.LongA)
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{
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var addr = state.S.Value;
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foreach (var datum in state.Bytes.Where(x => (x.Offset - addr) > 255 || (x.Offset - addr) < 0))
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{
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yield return state.Apply(new MOVE_STACK(datum.Offset - state.A.Value));
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}
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}
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}
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private Func<SpriteByte, bool> WithinRangeOf(int addr, int range)
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{
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return x => (x.Offset >= addr) && ((x.Offset - addr) < range);
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}
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}
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}
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