From 6b23a2c125b9c48b5ebea92716004ef68698bb0f Mon Sep 17 00:00:00 2001 From: gdkchan Date: Wed, 17 Apr 2019 20:57:08 -0300 Subject: 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 --- .../Shader/StructuredIr/AstBlockVisitor.cs | 68 ++++++++++++++++++++++ 1 file changed, 68 insertions(+) create mode 100644 Ryujinx.Graphics/Shader/StructuredIr/AstBlockVisitor.cs (limited to 'Ryujinx.Graphics/Shader/StructuredIr/AstBlockVisitor.cs') 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 BlockEntered; + public event EventHandler BlockLeft; + + public AstBlockVisitor(AstBlock mainBlock) + { + Block = mainBlock; + } + + public IEnumerable 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 -- cgit v1.2.3