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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/StructuredIr/AstBlockVisitor.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/StructuredIr/AstBlockVisitor.cs')
-rw-r--r--Ryujinx.Graphics/Shader/StructuredIr/AstBlockVisitor.cs68
1 files changed, 68 insertions, 0 deletions
diff --git a/Ryujinx.Graphics/Shader/StructuredIr/AstBlockVisitor.cs b/Ryujinx.Graphics/Shader/StructuredIr/AstBlockVisitor.cs
new file mode 100644
index 00000000..9397fdb9
--- /dev/null
+++ b/Ryujinx.Graphics/Shader/StructuredIr/AstBlockVisitor.cs
@@ -0,0 +1,68 @@
+using System;
+using System.Collections.Generic;
+
+using static Ryujinx.Graphics.Shader.StructuredIr.AstHelper;
+
+namespace Ryujinx.Graphics.Shader.StructuredIr
+{
+ class AstBlockVisitor
+ {
+ public AstBlock Block { get; private set; }
+
+ public class BlockVisitationEventArgs : EventArgs
+ {
+ public AstBlock Block { get; }
+
+ public BlockVisitationEventArgs(AstBlock block)
+ {
+ Block = block;
+ }
+ }
+
+ public event EventHandler<BlockVisitationEventArgs> BlockEntered;
+ public event EventHandler<BlockVisitationEventArgs> BlockLeft;
+
+ public AstBlockVisitor(AstBlock mainBlock)
+ {
+ Block = mainBlock;
+ }
+
+ public IEnumerable<IAstNode> Visit()
+ {
+ IAstNode node = Block.First;
+
+ while (node != null)
+ {
+ //We reached a child block, visit the nodes inside.
+ while (node is AstBlock childBlock)
+ {
+ Block = childBlock;
+
+ node = childBlock.First;
+
+ BlockEntered?.Invoke(this, new BlockVisitationEventArgs(Block));
+ }
+
+ //Node may be null, if the block is empty.
+ if (node != null)
+ {
+ IAstNode next = Next(node);
+
+ yield return node;
+
+ node = next;
+ }
+
+ //We reached the end of the list, go up on tree to the parent blocks.
+ while (node == null && Block.Type != AstBlockType.Main)
+ {
+ BlockLeft?.Invoke(this, new BlockVisitationEventArgs(Block));
+
+ node = Next(Block);
+
+ Block = Block.Parent;
+ }
+ }
+ }
+ }
+} \ No newline at end of file