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/Dominance.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/Dominance.cs')
| -rw-r--r-- | Ryujinx.Graphics/Shader/Translation/Dominance.cs | 127 |
1 files changed, 127 insertions, 0 deletions
diff --git a/Ryujinx.Graphics/Shader/Translation/Dominance.cs b/Ryujinx.Graphics/Shader/Translation/Dominance.cs new file mode 100644 index 00000000..b4b80e3e --- /dev/null +++ b/Ryujinx.Graphics/Shader/Translation/Dominance.cs @@ -0,0 +1,127 @@ +using Ryujinx.Graphics.Shader.IntermediateRepresentation; +using System.Collections.Generic; + +namespace Ryujinx.Graphics.Shader.Translation +{ + static class Dominance + { + //Those methods are an implementation of the algorithms on "A Simple, Fast Dominance Algorithm". + //https://www.cs.rice.edu/~keith/EMBED/dom.pdf + public static void FindDominators(BasicBlock entry, int blocksCount) + { + HashSet<BasicBlock> visited = new HashSet<BasicBlock>(); + + Stack<BasicBlock> blockStack = new Stack<BasicBlock>(); + + List<BasicBlock> postOrderBlocks = new List<BasicBlock>(blocksCount); + + int[] postOrderMap = new int[blocksCount]; + + visited.Add(entry); + + blockStack.Push(entry); + + while (blockStack.TryPop(out BasicBlock block)) + { + if (block.Next != null && visited.Add(block.Next)) + { + blockStack.Push(block); + blockStack.Push(block.Next); + } + else if (block.Branch != null && visited.Add(block.Branch)) + { + blockStack.Push(block); + blockStack.Push(block.Branch); + } + else + { + postOrderMap[block.Index] = postOrderBlocks.Count; + + postOrderBlocks.Add(block); + } + } + + BasicBlock Intersect(BasicBlock block1, BasicBlock block2) + { + while (block1 != block2) + { + while (postOrderMap[block1.Index] < postOrderMap[block2.Index]) + { + block1 = block1.ImmediateDominator; + } + + while (postOrderMap[block2.Index] < postOrderMap[block1.Index]) + { + block2 = block2.ImmediateDominator; + } + } + + return block1; + } + + entry.ImmediateDominator = entry; + + bool modified; + + do + { + modified = false; + + for (int blkIndex = postOrderBlocks.Count - 2; blkIndex >= 0; blkIndex--) + { + BasicBlock block = postOrderBlocks[blkIndex]; + + BasicBlock newIDom = null; + + foreach (BasicBlock predecessor in block.Predecessors) + { + if (predecessor.ImmediateDominator != null) + { + if (newIDom != null) + { + newIDom = Intersect(predecessor, newIDom); + } + else + { + newIDom = predecessor; + } + } + } + + if (block.ImmediateDominator != newIDom) + { + block.ImmediateDominator = newIDom; + + modified = true; + } + } + } + while (modified); + } + + public static void FindDominanceFrontiers(BasicBlock[] blocks) + { + for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++) + { + BasicBlock block = blocks[blkIndex]; + + if (block.Predecessors.Count < 2) + { + continue; + } + + for (int pBlkIndex = 0; pBlkIndex < block.Predecessors.Count; pBlkIndex++) + { + BasicBlock current = block.Predecessors[pBlkIndex]; + + while (current != block.ImmediateDominator) + { + current.DominanceFrontiers.Add(block); + + current = current.ImmediateDominator; + } + } + } + } + } +}
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