iigs-sprite-compiler/SpriteCompiler/Problem/SpriteGeneratorSearchProblem.cs
2016-11-30 00:08:26 -06:00

319 lines
11 KiB
C#

using SpriteCompiler.AI;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SpriteCompiler.Problem
{
public sealed class IntegerPathCost : IPathCost<IntegerPathCost>
{
private readonly int value;
public IntegerPathCost()
: this(0)
{
}
private IntegerPathCost(int value)
{
this.value = value;
}
public static implicit operator int(IntegerPathCost obj)
{
return obj.value;
}
public static implicit operator IntegerPathCost(int value)
{
return new IntegerPathCost(value);
}
public IntegerPathCost Add(IntegerPathCost other)
{
return value + other.value;
}
public int CompareTo(IntegerPathCost other)
{
return value.CompareTo(other.value);
}
public override string ToString()
{
return value.ToString();
}
}
public class SpriteGeneratorState
{
public SpriteGeneratorState()
: this(new SpriteByte[0])
{
}
public SpriteGeneratorState(byte[] data)
: this(data.Select((x, i) => new SpriteByte(x, (ushort)i)))
{
}
public SpriteGeneratorState(IEnumerable<SpriteByte> bytes)
{
Bytes = bytes.ToList();
// Initialize the CPU state
A = Register.INITIAL_OFFSET; // the address to draw the sprite is passed in, this is a run-time value
X = Register.UNINITIALIZED; // the other registered are also undefined
Y = Register.UNINITIALIZED;
D = Register.UNINITIALIZED;
S = Register.UNINITIALIZED;
P = 0x30; // Start in native mode (16 bit A/X/Y) with the carry clear
}
private SpriteGeneratorState(SpriteGeneratorState other)
{
Bytes = new List<SpriteByte>(other.Bytes);
A = other.A;
X = other.X;
Y = other.Y;
D = other.D;
S = other.S;
P = other.P;
}
public void RemoveByte(ushort offset)
{
var total = Bytes.RemoveAll(x => x.Offset == offset);
if (total != 1)
{
throw new ArgumentException(string.Format("Cannot remove: {0}", total));
}
}
public SpriteGeneratorState Clone(Action<SpriteGeneratorState> f = null)
{
var other = new SpriteGeneratorState(this);
if (f != null)
{
f(other);
}
return other;
}
public List<SpriteByte> Bytes { get; private set; }
public bool IsEmpty { get { return Bytes.Count == 0; } }
public bool LongA { get { return (P & 0x10) == 0x10; } }
public bool LongI { get { return (P & 0x20) == 0x20; } }
// Maintain the state of the execution
public Register A { get; set; } // Nullable because unknown values can be passed through the accumulator
public Register X { get; set; }
public Register Y { get; set; }
public Register D { get; set; }
public Register S { get; set; } // S is always an offset, not a literal number
public byte P { get; set; }
}
public class Register
{
public static readonly Register UNINITIALIZED = new Register(0, DataType.UNINITIALIZED);
public static readonly Register INITIAL_OFFSET = new Register(0, DataType.SCREEN_OFFSET);
public enum DataType
{
UNINITIALIZED,
SCREEN_OFFSET,
LITERAL
}
private Register(int value, DataType tag)
{
Value = value;
Tag = tag;
}
public Register Clone()
{
return new Register(Value, Tag);
}
public Register Add(int offset)
{
if (IsUninitialized)
{
throw new ArgumentException("Cannot add value to uninitialized registers");
}
// Adding a value does not change the tag
return new Register(Value + offset, Tag);
}
public Register LoadConstant(int value)
{
return new Register(value, DataType.LITERAL);
}
public bool IsUninitialized { get { return DataType.UNINITIALIZED.Equals(Tag); } }
public bool IsScreenOffset { get { return DataType.SCREEN_OFFSET.Equals(Tag); } }
public bool IsLiteral { get { return DataType.LITERAL.Equals(Tag); } }
public DataType Tag { get; private set; }
public int Value { get; private set; }
public override string ToString()
{
return string.Format("{0} ({1})", Tag, Value.ToString("X4"));
}
}
public class SpriteGeneratorStepCost : IStepCostFunction<CodeSequence, SpriteGeneratorState, IntegerPathCost>
{
public IntegerPathCost StepCost(SpriteGeneratorState fromState, CodeSequence action, SpriteGeneratorState toState)
{
return action.CycleCount;
}
}
public class SpriteGeneratorGoalTest : IGoalTest<SpriteGeneratorState>
{
public bool IsGoal(SpriteGeneratorState state)
{
// We have reached our goal when there is no data left to display and we are back in
// 16-bit mode
return state.IsEmpty && state.LongA && state.LongI;
}
}
public 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>();
// 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));
}
}
// 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
}
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 curren address
foreach (var datum in state.Bytes.Where(x => (x.Offset - addr) < 255))
{
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));
}
}
public class SpriteGeneratorHeuristicFunction : IHeuristicFunction<SpriteGeneratorState, IntegerPathCost>
{
public IntegerPathCost Eval(SpriteGeneratorState state)
{
return 0;
}
}
public class SpriteGeneratorSearchNode : HeuristicSearchNode<CodeSequence, SpriteGeneratorState, SpriteGeneratorSearchNode, IntegerPathCost>
{
public SpriteGeneratorSearchNode(SpriteGeneratorSearchNode node, SpriteGeneratorState state)
: base(node, state)
{
}
public override string ToString()
{
return (action == null) ? "NO ACTION" : action.ToString();
}
}
public class SpriteGeneratorNodeExpander : InformedNodeExpander<CodeSequence, SpriteGeneratorState, SpriteGeneratorSearchNode, IntegerPathCost>
{
public override SpriteGeneratorSearchNode CreateNode(SpriteGeneratorSearchNode parent, SpriteGeneratorState state)
{
return new SpriteGeneratorSearchNode(parent, state);
}
}
public class SpriteGeneratorSearchProblem
{
public static ISearchProblem<CodeSequence, SpriteGeneratorState, IntegerPathCost> CreateSearchProblem()
{
var goalTest = new SpriteGeneratorGoalTest();
var stepCost = new SpriteGeneratorStepCost();
var successors = new SpriteGeneratorSuccessorFunction();
var heuristic = new SpriteGeneratorHeuristicFunction();
return new SearchProblem<CodeSequence, SpriteGeneratorState, IntegerPathCost>(goalTest, stepCost, successors, heuristic);
}
public static ISearch<CodeSequence, SpriteGeneratorState, SpriteGeneratorSearchNode, IntegerPathCost> Create()
{
//var problem = CreateSearchProblem();
var strategy = new TreeSearch<CodeSequence, SpriteGeneratorState, SpriteGeneratorSearchNode, IntegerPathCost>(new SpriteGeneratorNodeExpander());
return new AStarSearch<CodeSequence, SpriteGeneratorState, SpriteGeneratorSearchNode, IntegerPathCost>(strategy);
}
}
}