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authorgdkchan <gab.dark.100@gmail.com>2019-04-17 20:57:08 -0300
committerjduncanator <1518948+jduncanator@users.noreply.github.com>2019-04-18 09:57:08 +1000
commit6b23a2c125b9c48b5ebea92716004ef68698bb0f (patch)
tree69332df6fbbd8e2bddc522ba682fcc5c7a69e101 /Ryujinx.Graphics/Shader/Instructions/InstEmitFlow.cs
parentb2e88b04a85b41cc60af3485d88c90429e84a218 (diff)
New shader translator implementation (#654)
* Start implementing a new shader translator * Fix shift instructions and a typo * Small refactoring on StructuredProgram, move RemovePhis method to a separate class * Initial geometry shader support * Implement TLD4 * Fix -- There's no negation on FMUL32I * Add constant folding and algebraic simplification optimizations, nits * Some leftovers from constant folding * Avoid cast for constant assignments * Add a branch elimination pass, and misc small fixes * Remove redundant branches, add expression propagation and other improvements on the code * Small leftovers -- add missing break and continue, remove unused properties, other improvements * Add null check to handle empty block cases on block visitor * Add HADD2 and HMUL2 half float shader instructions * Optimize pack/unpack sequences, some fixes related to half float instructions * Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen * Fix copy paste mistake that caused RZ to be ignored on the AST instruction * Add workaround for conditional exit, and fix half float instruction with constant buffer * Add missing 0.0 source for TLDS.LZ variants * Simplify the switch for TLDS.LZ * Texture instructions related fixes * Implement the HFMA instruction, and some misc. fixes * Enable constant folding on UnpackHalf2x16 instructions * Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods * Remove the old shader translator * Remove ShaderDeclInfo and other unused things * Add dual vertex shader support * Add ShaderConfig, used to pass shader type and maximum cbuffer size * Move and rename some instruction enums * Move texture instructions into a separate file * Move operand GetExpression and locals management to OperandManager * Optimize opcode decoding using a simple list and binary search * Add missing condition for do-while on goto elimination * Misc. fixes on texture instructions * Simplify TLDS switch * Address PR feedback, and a nit
Diffstat (limited to 'Ryujinx.Graphics/Shader/Instructions/InstEmitFlow.cs')
-rw-r--r--Ryujinx.Graphics/Shader/Instructions/InstEmitFlow.cs107
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diff --git a/Ryujinx.Graphics/Shader/Instructions/InstEmitFlow.cs b/Ryujinx.Graphics/Shader/Instructions/InstEmitFlow.cs
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+++ b/Ryujinx.Graphics/Shader/Instructions/InstEmitFlow.cs
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+using Ryujinx.Graphics.Shader.Decoders;
+using Ryujinx.Graphics.Shader.IntermediateRepresentation;
+using Ryujinx.Graphics.Shader.Translation;
+using System.Collections.Generic;
+using System.Linq;
+
+using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
+
+namespace Ryujinx.Graphics.Shader.Instructions
+{
+ static partial class InstEmit
+ {
+ public static void Bra(EmitterContext context)
+ {
+ EmitBranch(context, context.CurrBlock.Branch.Address);
+ }
+
+ public static void Exit(EmitterContext context)
+ {
+ OpCodeExit op = (OpCodeExit)context.CurrOp;
+
+ //TODO: Figure out how this is supposed to work in the
+ //presence of other condition codes.
+ if (op.Condition == Condition.Always)
+ {
+ context.Return();
+ }
+ }
+
+ public static void Kil(EmitterContext context)
+ {
+ context.Discard();
+ }
+
+ public static void Ssy(EmitterContext context)
+ {
+ OpCodeSsy op = (OpCodeSsy)context.CurrOp;
+
+ foreach (KeyValuePair<OpCodeSync, Operand> kv in op.Syncs)
+ {
+ OpCodeSync opSync = kv.Key;
+
+ Operand local = kv.Value;
+
+ int ssyIndex = opSync.Targets[op];
+
+ context.Copy(local, Const(ssyIndex));
+ }
+ }
+
+ public static void Sync(EmitterContext context)
+ {
+ OpCodeSync op = (OpCodeSync)context.CurrOp;
+
+ if (op.Targets.Count == 1)
+ {
+ //If we have only one target, then the SSY is basically
+ //a branch, we can produce better codegen for this case.
+ OpCodeSsy opSsy = op.Targets.Keys.First();
+
+ EmitBranch(context, opSsy.GetAbsoluteAddress());
+ }
+ else
+ {
+ foreach (KeyValuePair<OpCodeSsy, int> kv in op.Targets)
+ {
+ OpCodeSsy opSsy = kv.Key;
+
+ Operand label = context.GetLabel(opSsy.GetAbsoluteAddress());
+
+ Operand local = opSsy.Syncs[op];
+
+ int ssyIndex = kv.Value;
+
+ context.BranchIfTrue(label, context.ICompareEqual(local, Const(ssyIndex)));
+ }
+ }
+ }
+
+ private static void EmitBranch(EmitterContext context, ulong address)
+ {
+ //If we're branching to the next instruction, then the branch
+ //is useless and we can ignore it.
+ if (address == context.CurrOp.Address + 8)
+ {
+ return;
+ }
+
+ Operand label = context.GetLabel(address);
+
+ Operand pred = Register(context.CurrOp.Predicate);
+
+ if (context.CurrOp.Predicate.IsPT)
+ {
+ context.Branch(label);
+ }
+ else if (context.CurrOp.InvertPredicate)
+ {
+ context.BranchIfFalse(label, pred);
+ }
+ else
+ {
+ context.BranchIfTrue(label, pred);
+ }
+ }
+ }
+} \ No newline at end of file