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
2019-04-17 19:57:08 -04:00
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using Ryujinx.Graphics.Shader.Decoders;
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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namespace Ryujinx.Graphics.Shader.Translation
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{
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static class Ssa
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{
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private const int GprsAndPredsCount = RegisterConsts.GprsCount + RegisterConsts.PredsCount;
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private class DefMap
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{
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private Dictionary<Register, Operand> _map;
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private long[] _phiMasks;
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public DefMap()
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{
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_map = new Dictionary<Register, Operand>();
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_phiMasks = new long[(RegisterConsts.TotalCount + 63) / 64];
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}
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public bool TryAddOperand(Register reg, Operand operand)
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{
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return _map.TryAdd(reg, operand);
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}
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public bool TryGetOperand(Register reg, out Operand operand)
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{
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return _map.TryGetValue(reg, out operand);
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}
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public bool AddPhi(Register reg)
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{
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int key = GetKeyFromRegister(reg);
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int index = key / 64;
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int bit = key & 63;
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long mask = 1L << bit;
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if ((_phiMasks[index] & mask) != 0)
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{
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return false;
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}
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_phiMasks[index] |= mask;
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return true;
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}
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public bool HasPhi(Register reg)
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{
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int key = GetKeyFromRegister(reg);
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int index = key / 64;
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int bit = key & 63;
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return (_phiMasks[index] & (1L << bit)) != 0;
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}
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}
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private struct Definition
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{
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public BasicBlock Block { get; }
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public Operand Local { get; }
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public Definition(BasicBlock block, Operand local)
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{
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Block = block;
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Local = local;
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}
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}
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public static void Rename(BasicBlock[] blocks)
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{
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DefMap[] globalDefs = new DefMap[blocks.Length];
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for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
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{
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globalDefs[blkIndex] = new DefMap();
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}
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Queue<BasicBlock> dfPhiBlocks = new Queue<BasicBlock>();
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2019-07-01 22:39:22 -04:00
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// First pass, get all defs and locals uses.
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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
2019-04-17 19:57:08 -04:00
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for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
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{
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Operand[] localDefs = new Operand[RegisterConsts.TotalCount];
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Operand RenameLocal(Operand operand)
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{
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if (operand != null && operand.Type == OperandType.Register)
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{
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Operand local = localDefs[GetKeyFromRegister(operand.GetRegister())];
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operand = local ?? operand;
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}
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return operand;
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}
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BasicBlock block = blocks[blkIndex];
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LinkedListNode<INode> node = block.Operations.First;
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while (node != null)
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{
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if (node.Value is Operation operation)
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{
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for (int index = 0; index < operation.SourcesCount; index++)
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{
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operation.SetSource(index, RenameLocal(operation.GetSource(index)));
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}
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if (operation.Dest != null && operation.Dest.Type == OperandType.Register)
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{
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Operand local = Local();
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localDefs[GetKeyFromRegister(operation.Dest.GetRegister())] = local;
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operation.Dest = local;
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}
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}
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node = node.Next;
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}
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for (int index = 0; index < RegisterConsts.TotalCount; index++)
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{
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Operand local = localDefs[index];
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if (local == null)
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{
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continue;
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}
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Register reg = GetRegisterFromKey(index);
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globalDefs[block.Index].TryAddOperand(reg, local);
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dfPhiBlocks.Enqueue(block);
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while (dfPhiBlocks.TryDequeue(out BasicBlock dfPhiBlock))
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{
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foreach (BasicBlock domFrontier in dfPhiBlock.DominanceFrontiers)
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{
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if (globalDefs[domFrontier.Index].AddPhi(reg))
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{
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dfPhiBlocks.Enqueue(domFrontier);
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}
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}
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}
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}
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}
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2019-07-01 22:39:22 -04:00
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// Second pass, rename variables with definitions on different blocks.
|
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
2019-04-17 19:57:08 -04:00
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for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
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{
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Operand[] localDefs = new Operand[RegisterConsts.TotalCount];
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BasicBlock block = blocks[blkIndex];
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Operand RenameGlobal(Operand operand)
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{
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if (operand != null && operand.Type == OperandType.Register)
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{
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int key = GetKeyFromRegister(operand.GetRegister());
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Operand local = localDefs[key];
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if (local != null)
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{
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return local;
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}
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operand = FindDefinitionForCurr(globalDefs, block, operand.GetRegister());
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localDefs[key] = operand;
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}
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return operand;
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}
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LinkedListNode<INode> node = block.Operations.First;
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while (node != null)
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{
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if (node.Value is Operation operation)
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{
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for (int index = 0; index < operation.SourcesCount; index++)
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{
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operation.SetSource(index, RenameGlobal(operation.GetSource(index)));
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}
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}
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node = node.Next;
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}
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}
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}
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private static Operand FindDefinitionForCurr(DefMap[] globalDefs, BasicBlock current, Register reg)
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{
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if (globalDefs[current.Index].HasPhi(reg))
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{
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return InsertPhi(globalDefs, current, reg);
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}
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if (current != current.ImmediateDominator)
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{
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return FindDefinition(globalDefs, current.ImmediateDominator, reg).Local;
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}
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return Undef();
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}
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private static Definition FindDefinition(DefMap[] globalDefs, BasicBlock current, Register reg)
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{
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foreach (BasicBlock block in SelfAndImmediateDominators(current))
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{
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DefMap defMap = globalDefs[block.Index];
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if (defMap.TryGetOperand(reg, out Operand lastDef))
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{
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return new Definition(block, lastDef);
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}
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if (defMap.HasPhi(reg))
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{
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return new Definition(block, InsertPhi(globalDefs, block, reg));
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}
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}
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return new Definition(current, Undef());
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}
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private static IEnumerable<BasicBlock> SelfAndImmediateDominators(BasicBlock block)
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{
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while (block != block.ImmediateDominator)
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{
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yield return block;
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block = block.ImmediateDominator;
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}
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yield return block;
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}
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private static Operand InsertPhi(DefMap[] globalDefs, BasicBlock block, Register reg)
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{
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2019-07-01 22:39:22 -04:00
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// This block has a Phi that has not been materialized yet, but that
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// would define a new version of the variable we're looking for. We need
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// to materialize the Phi, add all the block/operand pairs into the Phi, and
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// then use the definition from that Phi.
|
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
2019-04-17 19:57:08 -04:00
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Operand local = Local();
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PhiNode phi = new PhiNode(local);
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AddPhi(block, phi);
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globalDefs[block.Index].TryAddOperand(reg, local);
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foreach (BasicBlock predecessor in block.Predecessors)
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{
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Definition def = FindDefinition(globalDefs, predecessor, reg);
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phi.AddSource(def.Block, def.Local);
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}
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return local;
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}
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private static void AddPhi(BasicBlock block, PhiNode phi)
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{
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LinkedListNode<INode> node = block.Operations.First;
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if (node != null)
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{
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while (node.Next?.Value is PhiNode)
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{
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node = node.Next;
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}
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}
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if (node?.Value is PhiNode)
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{
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block.Operations.AddAfter(node, phi);
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}
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else
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{
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block.Operations.AddFirst(phi);
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}
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}
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private static int GetKeyFromRegister(Register reg)
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{
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if (reg.Type == RegisterType.Gpr)
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{
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return reg.Index;
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}
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else if (reg.Type == RegisterType.Predicate)
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{
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return RegisterConsts.GprsCount + reg.Index;
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}
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else /* if (reg.Type == RegisterType.Flag) */
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{
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return GprsAndPredsCount + reg.Index;
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}
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}
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private static Register GetRegisterFromKey(int key)
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{
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if (key < RegisterConsts.GprsCount)
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{
|
|
|
|
return new Register(key, RegisterType.Gpr);
|
|
|
|
}
|
|
|
|
else if (key < GprsAndPredsCount)
|
|
|
|
{
|
|
|
|
return new Register(key - RegisterConsts.GprsCount, RegisterType.Predicate);
|
|
|
|
}
|
|
|
|
else /* if (key < RegisterConsts.TotalCount) */
|
|
|
|
{
|
|
|
|
return new Register(key - GprsAndPredsCount, RegisterType.Flag);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|