6b23a2c125
* 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
172 lines
5.2 KiB
C#
172 lines
5.2 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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using System.Linq;
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namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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static class Optimizer
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{
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public static void Optimize(BasicBlock[] blocks)
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{
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bool modified;
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do
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{
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modified = false;
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for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
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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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LinkedListNode<INode> nextNode = node.Next;
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bool isUnused = IsUnused(node.Value);
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if (!(node.Value is Operation operation) || isUnused)
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{
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if (isUnused)
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{
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RemoveNode(block, node);
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modified = true;
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}
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node = nextNode;
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continue;
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}
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ConstantFolding.Fold(operation);
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Simplification.Simplify(operation);
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if (DestIsLocalVar(operation))
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{
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if (operation.Inst == Instruction.Copy)
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{
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PropagateCopy(operation);
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RemoveNode(block, node);
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modified = true;
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}
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else if (operation.Inst == Instruction.PackHalf2x16 && PropagatePack(operation))
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{
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if (operation.Dest.UseOps.Count == 0)
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{
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RemoveNode(block, node);
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}
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modified = true;
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}
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}
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node = nextNode;
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}
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if (BranchElimination.Eliminate(block))
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{
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RemoveNode(block, block.Operations.Last);
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modified = true;
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}
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}
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}
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while (modified);
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}
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private static void PropagateCopy(Operation copyOp)
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{
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//Propagate copy source operand to all uses of
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//the destination operand.
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Operand dest = copyOp.Dest;
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Operand src = copyOp.GetSource(0);
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INode[] uses = dest.UseOps.ToArray();
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foreach (INode useNode in uses)
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{
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for (int index = 0; index < useNode.SourcesCount; index++)
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{
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if (useNode.GetSource(index) == dest)
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{
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useNode.SetSource(index, src);
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}
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}
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}
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}
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private static bool PropagatePack(Operation packOp)
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{
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//Propagate pack source operands to uses by unpack
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//instruction. The source depends on the unpack instruction.
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bool modified = false;
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Operand dest = packOp.Dest;
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Operand src0 = packOp.GetSource(0);
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Operand src1 = packOp.GetSource(1);
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INode[] uses = dest.UseOps.ToArray();
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foreach (INode useNode in uses)
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{
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if (!(useNode is Operation operation) || operation.Inst != Instruction.UnpackHalf2x16)
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{
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continue;
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}
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if (operation.GetSource(0) == dest)
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{
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operation.TurnIntoCopy(operation.ComponentIndex == 1 ? src1 : src0);
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modified = true;
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}
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}
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return modified;
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}
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private static void RemoveNode(BasicBlock block, LinkedListNode<INode> llNode)
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{
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//Remove a node from the nodes list, and also remove itself
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//from all the use lists on the operands that this node uses.
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block.Operations.Remove(llNode);
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Queue<INode> nodes = new Queue<INode>();
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nodes.Enqueue(llNode.Value);
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while (nodes.TryDequeue(out INode node))
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{
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for (int index = 0; index < node.SourcesCount; index++)
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{
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Operand src = node.GetSource(index);
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if (src.Type != OperandType.LocalVariable)
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{
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continue;
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}
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if (src.UseOps.Remove(node) && src.UseOps.Count == 0)
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{
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nodes.Enqueue(src.AsgOp);
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}
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}
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}
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}
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private static bool IsUnused(INode node)
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{
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return DestIsLocalVar(node) && node.Dest.UseOps.Count == 0;
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}
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private static bool DestIsLocalVar(INode node)
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{
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return node.Dest != null && node.Dest.Type == OperandType.LocalVariable;
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}
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}
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} |