コード例 #1
0
ファイル: ILBuilder.cs プロジェクト: zuvys/roslyn
        private void ReconcileTrailingMarkers()
        {
            //  there is a chance that 'lastCompleteBlock' may have an IL marker
            //  placed at the end of it such that block offset of the marker points
            //  to the next byte *after* the block is closed. In this case the marker 
            //  should be moved to the next block
            if (_lastCompleteBlock != null &&
                _lastCompleteBlock.BranchCode == ILOpCode.Nop &&
                _lastCompleteBlock.LastILMarker >= 0 &&
                _allocatedILMarkers[_lastCompleteBlock.LastILMarker].BlockOffset == _lastCompleteBlock.RegularInstructionsLength)
            {
                int startMarker = -1;
                int endMarker = -1;

                while (_lastCompleteBlock.LastILMarker >= 0 &&
                      _allocatedILMarkers[_lastCompleteBlock.LastILMarker].BlockOffset == _lastCompleteBlock.RegularInstructionsLength)
                {
                    Debug.Assert((startMarker < 0) || (startMarker == (_lastCompleteBlock.LastILMarker + 1)));
                    startMarker = _lastCompleteBlock.LastILMarker;
                    if (endMarker < 0)
                    {
                        endMarker = _lastCompleteBlock.LastILMarker;
                    }
                    _lastCompleteBlock.RemoveTailILMarker(_lastCompleteBlock.LastILMarker);
                }

                BasicBlock current = this.GetCurrentBlock();
                for (int marker = startMarker; marker <= endMarker; marker++)
                {
                    current.AddILMarker(marker);
                    _allocatedILMarkers[marker] = new ILMarker() { BlockOffset = (int)current.RegularInstructionsLength, AbsoluteOffset = -1 };
                }
            }
        }
コード例 #2
0
        public ILMarkerWrapper(ILMarker source, ILPanelEditor editor, string path, string name = null, string label = null)
            : base(source, editor, path, BuildName(name, editor.Panel, source, "Marker"), label)
        {
            this.source = source;

            fill = new ILTrianglesWrapper(source.Fill, editor, Path, ILMarker.DefaultFillTag, "Fill");
            border = new ILLinesWrapper(source.Border, editor, Path, ILMarker.DefaultBorderTag, "Border");
        }
コード例 #3
0
        /// <summary>
        /// [internal] constructor - do not use this! Use ILPanel.Graphs.Add...() instead!
        /// </summary>
        /// <param name="panel">panel hosting the scene</param>
        /// <param name="XData">x data array</param>
        /// <param name="YData">y data array</param>
        /// <param name="clippingContainer">hosting panels clipping data</param>
        public ILPlot2DGraph(ILPanel panel, ILBaseArray XData, ILBaseArray YData,
                             ILClippingData clippingContainer)
            : base(panel, clippingContainer)
        {
            if (!XData.IsVector)
            {
                throw new ILArgumentException("Plot2D: supplied data must be a real vector!");
            }
            if (!YData.IsVector)
            {
                throw new ILArgumentException("Plot2D: XData and YData must be real vectors!");
            }
            if (YData.Length != XData.Length)
            {
                throw new ILArgumentException("Plot2D: XData and YData must have the same length!");
            }
            int             pos = 0;
            ILArray <float> dataX, dataY;
            C4bV3f          vert = new C4bV3f();

            if (XData is ILArray <float> )
            {
                dataX = (ILArray <float>)XData;
            }
            else
            {
                dataX = ILMath.tosingle(XData);
            }
            if (YData is ILArray <float> )
            {
                dataY = (ILArray <float>)YData;
            }
            else
            {
                dataY = ILMath.tosingle(YData);
            }
            m_vertices            = new C4bV3f[dataX.Length + 1];
            m_vertexCount         = m_vertices.Length;
            m_startID             = m_vertexCount - 1;
            m_updateCount         = 0;
            m_properties          = new ILLineProperties();
            m_properties.Color    = Color.DarkBlue;
            m_properties.Changed += new EventHandler(m_properties_Changed);
            foreach (float val in dataX.Values)
            {
                vert.Position     = new ILPoint3Df(val, dataY.GetValue(pos), 0);
                vert.Color        = m_properties.Color;
                m_vertices[pos++] = vert;
            }
            m_marker          = new ILMarker(panel);
            m_marker.Changed += new EventHandler(m_marker_Changed);
            m_graphType       = GraphType.Plot2D;
            updateClipping();
        }
コード例 #4
0
        private void SetupMarkerStyle(ILMarker marker)
        {
            GL.PointSize(marker.Size);
            GL.Color3(marker.Color);
            switch (m_style)
            {
            case MarkerStyle.Dot:
                GL.Enable(EnableCap.PointSmooth);
                break;

            case MarkerStyle.Square:
                GL.Disable(EnableCap.PointSmooth);
                break;

            case MarkerStyle.None:
                GL.PointSize(0.0f);
                break;

            default:
                throw new NotImplementedException();
            }
        }
コード例 #5
0
        /// <summary>
        /// [internal] constructor - do not use this! Use ILPanel.Graphs.Add...() instead!
        /// </summary>
        /// <param name="panel">panel hosting the scene</param>
        /// <param name="sourceArray">data array</param>
        /// <param name="clippingContainer">hosting panels clipping data</param>
        public ILPlot2DGraph(ILPanel panel, ILBaseArray sourceArray,
                             ILClippingData clippingContainer)
            : base(panel, clippingContainer)
        {
            if (object.Equals(sourceArray, null) || !sourceArray.IsVector || !sourceArray.IsNumeric)
            {
                throw new ILArgumentException("Plot2D: supplied data must be numeric (real valued) vector!");
            }
            int             pos = 0;
            ILArray <float> data;
            C4bV3f          vert = new C4bV3f();

            if (sourceArray is ILArray <float> )
            {
                data = (ILArray <float>)sourceArray;
            }
            else
            {
                data = ILMath.tosingle(sourceArray);
            }
            m_vertices            = new C4bV3f[data.Length + 1];
            m_vertexCount         = m_vertices.Length;
            m_updateCount         = 0;
            m_startID             = 0;
            m_properties          = new ILLineProperties();
            m_properties.Color    = Color.DarkBlue;
            m_properties.Changed += new EventHandler(m_properties_Changed);
            foreach (float val in data.Values)
            {
                vert.Position     = new ILPoint3Df(pos, val, 0);
                vert.Color        = Color.Red;
                m_vertices[pos++] = vert;
            }
            m_marker          = new ILMarker(panel);
            m_marker.Changed += new EventHandler(m_properties_Changed);
            m_graphType       = GraphType.Plot2D;
            m_localClipping.Set(new ILPoint3Df(0, data.MinValue, 0), new ILPoint3Df(data.Length - 1, data.MaxValue, 0));
        }
コード例 #6
0
        private void RealizeBlocks()
        {
            // drop dead code.
            // We do not want to deal with unreachable code even when not optimizing.
            // sometimes dead code may have subtle verification violations
            // for example illegal fall-through in unreachable code is still illegal,
            // but compiler will not enforce returning from dead code.
            // it is easier to just remove dead code than make sure it is all valid
            MarkReachableBlocks();
            RewriteSpecialBlocks();
            DropUnreachableBlocks();

            if (_optimizations == OptimizationLevel.Release && OptimizeLabels())
            {
                // redo unreachable code elimination if some labels were optimized
                // as that could result in more dead code.
                MarkAllBlocksUnreachable();
                MarkReachableBlocks();
                DropUnreachableBlocks();
            }

            // some gotos must become leaves
            RewriteBranchesAcrossExceptionHandlers();

            // now we can compute block offsets and adjust branches
            while (ComputeOffsetsAndAdjustBranches())
            {
                // if branches were optimized, we may have more unreachable code
                // redo unreachable code elimination and if anything was dropped redo adjusting.
                MarkAllBlocksUnreachable();
                MarkReachableBlocks();
                if (!DropUnreachableBlocks())
                {
                    // nothing was dropped, we are done adjusting
                    break;
                }
            }

            // Now linearize everything with computed offsets.
            var writer = Cci.PooledBlobBuilder.GetInstance();

            for (var block = leaderBlock; block != null; block = block.NextBlock)
            {
                // If the block has any IL markers, we can calculate their real IL offsets now
                int blockFirstMarker = block.FirstILMarker;
                if (blockFirstMarker >= 0)
                {
                    int blockLastMarker = block.LastILMarker;
                    Debug.Assert(blockLastMarker >= blockFirstMarker);
                    for (int i = blockFirstMarker; i <= blockLastMarker; i++)
                    {
                        int blockOffset    = _allocatedILMarkers[i].BlockOffset;
                        int absoluteOffset = writer.Count + blockOffset;
                        _allocatedILMarkers[i] = new ILMarker()
                        {
                            BlockOffset = blockOffset, AbsoluteOffset = absoluteOffset
                        };
                    }
                }

                block.RegularInstructions?.WriteContentTo(writer);

                switch (block.BranchCode)
                {
                case ILOpCode.Nop:
                    break;

                case ILOpCode.Switch:
                    // switch (N, t1, t2... tN)
                    //  IL ==> ILOpCode.Switch < unsigned int32 > < int32 >... < int32 >

                    WriteOpCode(writer, ILOpCode.Switch);

                    var switchBlock = (SwitchBlock)block;
                    writer.WriteUInt32(switchBlock.BranchesCount);

                    int switchBlockEnd = switchBlock.Start + switchBlock.TotalSize;

                    var blockBuilder = ArrayBuilder <BasicBlock> .GetInstance();

                    switchBlock.GetBranchBlocks(blockBuilder);

                    foreach (var branchBlock in blockBuilder)
                    {
                        writer.WriteInt32(branchBlock.Start - switchBlockEnd);
                    }

                    blockBuilder.Free();

                    break;

                default:
                    WriteOpCode(writer, block.BranchCode);

                    if (block.BranchLabel != null)
                    {
                        int target      = block.BranchBlock.Start;
                        int curBlockEnd = block.Start + block.TotalSize;
                        int offset      = target - curBlockEnd;

                        if (block.BranchCode.GetBranchOperandSize() == 1)
                        {
                            sbyte btOffset = (sbyte)offset;
                            Debug.Assert(btOffset == offset);
                            writer.WriteSByte(btOffset);
                        }
                        else
                        {
                            writer.WriteInt32(offset);
                        }
                    }

                    break;
                }
            }

            this.RealizedIL = writer.ToImmutableArray();
            writer.Free();

            RealizeSequencePoints();

            this.RealizedExceptionHandlers = _scopeManager.GetExceptionHandlerRegions();
        }
コード例 #7
0
ファイル: ILBuilder.cs プロジェクト: GloryChou/roslyn
        private void RealizeBlocks()
        {
            // drop dead code.
            // We do not want to deal with unreachable code even when not optimizing.
            // sometimes dead code may have subtle verification violations
            // for example illegal fall-through in unreachable code is still illegal, 
            // but compiler will not enforce returning from dead code.
            // it is easier to just remove dead code than make sure it is all valid
            MarkReachableBlocks();
            RewriteSpecialBlocks();
            DropUnreachableBlocks();

            if (_optimizations == OptimizationLevel.Release && OptimizeLabels())
            {
                // redo unreachable code elimination if some labels were optimized
                // as that could result in more dead code. 
                MarkAllBlocksUnreachable();
                MarkReachableBlocks();
                DropUnreachableBlocks();
            }

            // some gotos must become leaves
            RewriteBranchesAcrossExceptionHandlers();

            // now we can compute block offsets and adjust branches
            while (ComputeOffsetsAndAdjustBranches())
            {
                // if branches were optimized, we may have more unreachable code
                // redo unreachable code elimination and if anything was dropped redo adjusting.
                MarkAllBlocksUnreachable();
                MarkReachableBlocks();
                if (!DropUnreachableBlocks())
                {
                    // nothing was dropped, we are done adjusting
                    break;
                }
            }

            // Now linearize everything with computed offsets.
            var realizedIlBitStream = Cci.MemoryStream.GetInstance();
            var writer = new Cci.BinaryWriter(realizedIlBitStream);

            for (var block = leaderBlock; block != null; block = block.NextBlock)
            {
                // If the block has any IL markers, we can calculate their real IL offsets now
                int blockFirstMarker = block.FirstILMarker;
                if (blockFirstMarker >= 0)
                {
                    int blockLastMarker = block.LastILMarker;
                    Debug.Assert(blockLastMarker >= blockFirstMarker);
                    for (int i = blockFirstMarker; i <= blockLastMarker; i++)
                    {
                        int blockOffset = _allocatedILMarkers[i].BlockOffset;
                        int absoluteOffset = (int)realizedIlBitStream.Position + blockOffset;
                        _allocatedILMarkers[i] = new ILMarker() { BlockOffset = blockOffset, AbsoluteOffset = absoluteOffset };
                    }
                }

                block.RegularInstructions?.WriteTo(realizedIlBitStream);

                switch (block.BranchCode)
                {
                    case ILOpCode.Nop:
                        break;

                    case ILOpCode.Switch:
                        // switch (N, t1, t2... tN)
                        //  IL ==> ILOpCode.Switch < unsigned int32 > < int32 >... < int32 >

                        WriteOpCode(writer, ILOpCode.Switch);

                        var switchBlock = (SwitchBlock)block;
                        writer.WriteUint(switchBlock.BranchesCount);

                        int switchBlockEnd = switchBlock.Start + switchBlock.TotalSize;

                        var blockBuilder = ArrayBuilder<BasicBlock>.GetInstance();
                        switchBlock.GetBranchBlocks(blockBuilder);

                        foreach (var branchBlock in blockBuilder)
                        {
                            writer.WriteInt(branchBlock.Start - switchBlockEnd);
                        }

                        blockBuilder.Free();

                        break;

                    default:
                        WriteOpCode(writer, block.BranchCode);

                        if (block.BranchLabel != null)
                        {
                            int target = block.BranchBlock.Start;
                            int curBlockEnd = block.Start + block.TotalSize;
                            int offset = target - curBlockEnd;

                            if (block.BranchCode.BranchOperandSize() == 1)
                            {
                                sbyte btOffset = (sbyte)offset;
                                Debug.Assert(btOffset == offset);
                                writer.WriteSbyte(btOffset);
                            }
                            else
                            {
                                writer.WriteInt(offset);
                            }
                        }

                        break;
                }
            }

            this.RealizedIL = realizedIlBitStream.ToArray();
            realizedIlBitStream.Free();

            RealizeSequencePoints();

            this.RealizedExceptionHandlers = _scopeManager.GetExceptionHandlerRegions();
        }
コード例 #8
0
ファイル: ILBuilder.cs プロジェクト: GloryChou/roslyn
        private void ReconcileTrailingMarkers()
        {
            //  there is a chance that 'lastCompleteBlock' may have an IL marker
            //  placed at the end of it such that block offset of the marker points
            //  to the next byte *after* the block is closed. In this case the marker 
            //  should be moved to the next block
            if (_lastCompleteBlock != null &&
                _lastCompleteBlock.BranchCode == ILOpCode.Nop &&
                _lastCompleteBlock.LastILMarker >= 0 &&
                _allocatedILMarkers[_lastCompleteBlock.LastILMarker].BlockOffset == _lastCompleteBlock.RegularInstructionsLength)
            {
                int startMarker = -1;
                int endMarker = -1;

                while (_lastCompleteBlock.LastILMarker >= 0 &&
                      _allocatedILMarkers[_lastCompleteBlock.LastILMarker].BlockOffset == _lastCompleteBlock.RegularInstructionsLength)
                {
                    Debug.Assert((startMarker < 0) || (startMarker == (_lastCompleteBlock.LastILMarker + 1)));
                    startMarker = _lastCompleteBlock.LastILMarker;
                    if (endMarker < 0)
                    {
                        endMarker = _lastCompleteBlock.LastILMarker;
                    }
                    _lastCompleteBlock.RemoveTailILMarker(_lastCompleteBlock.LastILMarker);
                }

                BasicBlock current = this.GetCurrentBlock();
                for (int marker = startMarker; marker <= endMarker; marker++)
                {
                    current.AddILMarker(marker);
                    _allocatedILMarkers[marker] = new ILMarker() { BlockOffset = (int)current.RegularInstructionsLength, AbsoluteOffset = -1 };
                }
            }
        }
コード例 #9
0
        internal override void Draw(ILRenderProperties p, ILMarker marker, C4bV3f[] vertices, int startID, int vertCount)
        {
            if (vertCount == 0 && vertCount != -1)
            {
                return;
            }
            string        texKey = Hash();
            ILTextureData texData;

            if (!m_panel.TextureManager.Exists(texKey))
            {
                storeBitmap(m_bitmap);
            }
            texData = m_panel.TextureManager.GetTextureItem(texKey, true);
            System.Diagnostics.Debug.Assert(texData != null, "The texture key for the bitmap was expected to exist in texture storage, but it was not found!");
            // prepare for plotting
            GL.Color3(marker.Color);
            GL.PushAttrib(AttribMask.AllAttribBits);

            GL.Enable(EnableCap.Texture2D);
            GL.Enable(EnableCap.Blend);
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            GL.Disable(EnableCap.DepthTest);
            RectangleF rectF = texData.TextureRectangle;
            float      w, h;

            if (vertCount > 0)
            {
                #region draw textured points (slow version: textured quads)
                #region determine size for markers in world coords (graph limits)
                ILClippingData clip = m_panel.Limits;
                float          s05x;
                float          s05y;
                //if (m_marker.)
                s05x = Math.Abs(marker.Size * clip.WidthF / (m_panel.ClientSize.Width));
                s05y = Math.Abs(marker.Size * clip.HeightF / (m_panel.ClientSize.Height));

                #endregion
                // draw all markers using quads.
                // this is slow! Todo: replace by point sprites!
                GL.Begin(BeginMode.Quads);
                for (int i = 0; i < vertCount; i++)
                {
                    w = vertices[i].Position.X;
                    h = vertices[i].Position.Y;
                    if (m_panel.ClipViewData && (w < clip.XMin || w > clip.XMax || h < clip.YMin || h > clip.YMax))
                    {
                        continue;
                    }
                    w -= s05x;
                    h -= s05y;
                    GL.TexCoord2(rectF.Left, rectF.Bottom);
                    GL.Vertex2(w, h);                                        // ul
                    GL.TexCoord2(rectF.Left, rectF.Top);
                    GL.Vertex2(w, h + 2 * s05y);                             // bl
                    w += 2 * s05x;
                    GL.TexCoord2(rectF.Right, rectF.Top);
                    GL.Vertex2(w, h + 2 * s05y);                             // br
                    GL.TexCoord2(rectF.Right, rectF.Bottom);
                    GL.Vertex2(w, h);                                        // tr
                }
                GL.End();
                #endregion
            }
            else if (vertCount == -1)
            {
                #region render to legend
                // draw all markers using quads.
                // this is slow! Todo: replace by point sprites!
                GL.Begin(BeginMode.Quads);
                w = vertices[0].XPosition - m_bitmap.Width / 2;
                h = vertices[0].YPosition - m_bitmap.Height / 2;
                GL.TexCoord2(rectF.Left, rectF.Top);
                GL.Vertex2(w, h);                                           // ul
                GL.TexCoord2(rectF.Left, rectF.Bottom);
                GL.Vertex2(w, h + m_bitmap.Height);                         // bl
                w += m_bitmap.Width;
                GL.TexCoord2(rectF.Right, rectF.Bottom);
                GL.Vertex2(w, h + m_bitmap.Height);                         // br
                GL.TexCoord2(rectF.Right, rectF.Top);
                GL.Vertex2(w, h);                                           // tr
                GL.End();
                #endregion
            }
            GL.PopAttrib();
        }
コード例 #10
0
        internal override void Draw(ILRenderProperties p, ILMarker marker, C4bV3f[] vertices, int startID, int vertCount)
        {
            // some implementations need to know we are drawing in
            // screen coords, vertcount give the signal: -1
            if (vertCount == 0 || vertCount < -1)
            {
                return;
            }
            if (m_style != MarkerStyle.None)
            {
                if (m_style == MarkerStyle.Dot || m_style == MarkerStyle.Square)
                {
                    SetupMarkerStyle(marker);
                    unsafe
                    {
                        fixed(C4bV3f *pVertArr = vertices)
                        {
                            //GL.TexCoord2(0.5,0.5);
                            GL.InterleavedArrays(InterleavedArrayFormat.V2f, 0, (IntPtr)pVertArr);
                            GL.DrawArrays(BeginMode.Points, 0, Math.Abs(vertCount));
                        }
                    }
                }
                else
                {
                    #region draw textured points (slow version: textured quads)
                    string        markerTexKey = Hash();
                    ILTextureData texData;
                    if (!m_panel.TextureManager.Exists(markerTexKey))
                    {
                        CacheMarkerBitmap();
                    }
                    texData = m_panel.TextureManager.GetTextureItem(markerTexKey, true);
                    System.Diagnostics.Debug.Assert(texData != null, "The texture for marker was expected to exist in texture storage, but it was not found!");
                    // prepare for plotting
                    GL.Color3(marker.Color);
                    GL.PushAttrib(AttribMask.AllAttribBits);

                    GL.Enable(EnableCap.Texture2D);
                    GL.Enable(EnableCap.Blend);
                    GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
                    GL.Disable(EnableCap.DepthTest);
                    RectangleF rectF = texData.TextureRectangle;
                    float      w, h;
                    if (vertCount > 0)
                    {
                        #region determine size for markers in world coords (graph limits)
                        ILClippingData clip = m_panel.Limits;
                        float          s05x;
                        float          s05y;
                        //if (m_marker.)
                        s05x = Math.Abs(marker.Size * clip.WidthF / (m_panel.ClientSize.Width));
                        s05y = Math.Abs(marker.Size * clip.HeightF / (m_panel.ClientSize.Height));

                        #endregion
                        // draw all markers using quads.
                        // this is slow! Todo: replace by point sprites!
                        GL.Begin(BeginMode.Quads);
                        for (int i = 0; i < vertCount; i++)
                        {
                            w = vertices[i].XPosition;
                            h = vertices[i].YPosition;
                            if (m_panel.ClipViewData && (w < clip.XMin || w > clip.XMax || h < clip.YMin || h > clip.YMax))
                            {
                                continue;
                            }
                            w -= s05x;
                            h -= s05y;
                            GL.TexCoord2(rectF.Left, rectF.Bottom);
                            GL.Vertex2(w, h);                                    // ul
                            GL.TexCoord2(rectF.Left, rectF.Top);
                            GL.Vertex2(w, h + 2 * s05y);                         // bl
                            w += 2 * s05x;
                            GL.TexCoord2(rectF.Right, rectF.Top);
                            GL.Vertex2(w, h + 2 * s05y);                         // br
                            GL.TexCoord2(rectF.Right, rectF.Bottom);
                            GL.Vertex2(w, h);                                    // tr
                        }
                        GL.End();
                    }
                    else if (vertCount == -1)
                    {
                        GL.Begin(BeginMode.Quads);
                        w = vertices[0].XPosition - marker.Size / 2;
                        h = vertices[0].XPosition - marker.Size / 2;
                        GL.TexCoord2(rectF.Left, rectF.Top);
                        GL.Vertex2(w, h);                                       // ul
                        GL.TexCoord2(rectF.Left, rectF.Bottom);
                        GL.Vertex2(w, h + marker.Size);                         // bl
                        w += marker.Size;
                        GL.TexCoord2(rectF.Right, rectF.Bottom);
                        GL.Vertex2(w, h + marker.Size);                         // br
                        GL.TexCoord2(rectF.Right, rectF.Top);
                        GL.Vertex2(w, h);                                       // tr
                        GL.End();
                    }
                    GL.PopAttrib();
                    #endregion
                }
            }
        }