diff options
| author | gdkchan <gab.dark.100@gmail.com> | 2019-04-17 20:57:08 -0300 |
|---|---|---|
| committer | jduncanator <1518948+jduncanator@users.noreply.github.com> | 2019-04-18 09:57:08 +1000 |
| commit | 6b23a2c125b9c48b5ebea92716004ef68698bb0f (patch) | |
| tree | 69332df6fbbd8e2bddc522ba682fcc5c7a69e101 /Ryujinx.Graphics/Shader/Translation/ControlFlowGraph.cs | |
| parent | b2e88b04a85b41cc60af3485d88c90429e84a218 (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/Translation/ControlFlowGraph.cs')
| -rw-r--r-- | Ryujinx.Graphics/Shader/Translation/ControlFlowGraph.cs | 108 |
1 files changed, 108 insertions, 0 deletions
diff --git a/Ryujinx.Graphics/Shader/Translation/ControlFlowGraph.cs b/Ryujinx.Graphics/Shader/Translation/ControlFlowGraph.cs new file mode 100644 index 00000000..e2ca74a4 --- /dev/null +++ b/Ryujinx.Graphics/Shader/Translation/ControlFlowGraph.cs @@ -0,0 +1,108 @@ +using Ryujinx.Graphics.Shader.IntermediateRepresentation; +using System.Collections.Generic; + +namespace Ryujinx.Graphics.Shader.Translation +{ + static class ControlFlowGraph + { + public static BasicBlock[] MakeCfg(Operation[] operations) + { + Dictionary<Operand, BasicBlock> labels = new Dictionary<Operand, BasicBlock>(); + + List<BasicBlock> blocks = new List<BasicBlock>(); + + BasicBlock currentBlock = null; + + void NextBlock(BasicBlock nextBlock) + { + if (currentBlock != null && !EndsWithUnconditionalInst(currentBlock.GetLastOp())) + { + currentBlock.Next = nextBlock; + } + + currentBlock = nextBlock; + } + + void NewNextBlock() + { + BasicBlock block = new BasicBlock(blocks.Count); + + blocks.Add(block); + + NextBlock(block); + } + + bool needsNewBlock = true; + + for (int index = 0; index < operations.Length; index++) + { + Operation operation = operations[index]; + + if (operation.Inst == Instruction.MarkLabel) + { + Operand label = operation.Dest; + + if (labels.TryGetValue(label, out BasicBlock nextBlock)) + { + nextBlock.Index = blocks.Count; + + blocks.Add(nextBlock); + + NextBlock(nextBlock); + } + else + { + NewNextBlock(); + + labels.Add(label, currentBlock); + } + } + else + { + if (needsNewBlock) + { + NewNextBlock(); + } + + currentBlock.Operations.AddLast(operation); + } + + needsNewBlock = operation.Inst == Instruction.Branch || + operation.Inst == Instruction.BranchIfTrue || + operation.Inst == Instruction.BranchIfFalse; + + if (needsNewBlock) + { + Operand label = operation.Dest; + + if (!labels.TryGetValue(label, out BasicBlock branchBlock)) + { + branchBlock = new BasicBlock(); + + labels.Add(label, branchBlock); + } + + currentBlock.Branch = branchBlock; + } + } + + return blocks.ToArray(); + } + + private static bool EndsWithUnconditionalInst(INode node) + { + if (node is Operation operation) + { + switch (operation.Inst) + { + case Instruction.Branch: + case Instruction.Discard: + case Instruction.Return: + return true; + } + } + + return false; + } + } +}
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