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
117 lines
2.7 KiB
C#
117 lines
2.7 KiB
C#
using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Shader.Decoders
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{
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class Block
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{
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public ulong Address { get; set; }
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public ulong EndAddress { get; set; }
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public Block Next { get; set; }
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public Block Branch { get; set; }
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public List<OpCode> OpCodes { get; }
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public List<OpCodeSsy> SsyOpCodes { get; }
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public Block(ulong address)
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{
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Address = address;
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OpCodes = new List<OpCode>();
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SsyOpCodes = new List<OpCodeSsy>();
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}
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public void Split(Block rightBlock)
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{
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int splitIndex = BinarySearch(OpCodes, rightBlock.Address);
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if (OpCodes[splitIndex].Address < rightBlock.Address)
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{
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splitIndex++;
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}
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int splitCount = OpCodes.Count - splitIndex;
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if (splitCount <= 0)
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{
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throw new ArgumentException("Can't split at right block address.");
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}
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rightBlock.EndAddress = EndAddress;
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rightBlock.Next = Next;
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rightBlock.Branch = Branch;
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rightBlock.OpCodes.AddRange(OpCodes.GetRange(splitIndex, splitCount));
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rightBlock.UpdateSsyOpCodes();
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EndAddress = rightBlock.Address;
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Next = rightBlock;
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Branch = null;
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OpCodes.RemoveRange(splitIndex, splitCount);
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UpdateSsyOpCodes();
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}
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private static int BinarySearch(List<OpCode> opCodes, ulong address)
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{
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int left = 0;
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int middle = 0;
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int right = opCodes.Count - 1;
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while (left <= right)
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{
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int size = right - left;
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middle = left + (size >> 1);
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OpCode opCode = opCodes[middle];
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if (address == opCode.Address)
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{
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break;
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}
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if (address < opCode.Address)
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{
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right = middle - 1;
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}
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else
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{
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left = middle + 1;
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}
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}
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return middle;
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}
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public OpCode GetLastOp()
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{
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if (OpCodes.Count != 0)
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{
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return OpCodes[OpCodes.Count - 1];
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}
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return null;
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}
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public void UpdateSsyOpCodes()
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{
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SsyOpCodes.Clear();
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for (int index = 0; index < OpCodes.Count; index++)
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{
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if (!(OpCodes[index] is OpCodeSsy op))
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{
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continue;
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}
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SsyOpCodes.Add(op);
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}
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}
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}
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} |