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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/Translation/ControlFlowGraph.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/Translation/ControlFlowGraph.cs')
-rw-r--r--Ryujinx.Graphics/Shader/Translation/ControlFlowGraph.cs108
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;
+ }
+ }
+} \ No newline at end of file