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
108 lines
3.1 KiB
C#
108 lines
3.1 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Shader.Translation
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{
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static class ControlFlowGraph
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{
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public static BasicBlock[] MakeCfg(Operation[] operations)
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{
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Dictionary<Operand, BasicBlock> labels = new Dictionary<Operand, BasicBlock>();
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List<BasicBlock> blocks = new List<BasicBlock>();
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BasicBlock currentBlock = null;
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void NextBlock(BasicBlock nextBlock)
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{
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if (currentBlock != null && !EndsWithUnconditionalInst(currentBlock.GetLastOp()))
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{
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currentBlock.Next = nextBlock;
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}
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currentBlock = nextBlock;
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}
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void NewNextBlock()
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{
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BasicBlock block = new BasicBlock(blocks.Count);
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blocks.Add(block);
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NextBlock(block);
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}
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bool needsNewBlock = true;
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for (int index = 0; index < operations.Length; index++)
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{
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Operation operation = operations[index];
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if (operation.Inst == Instruction.MarkLabel)
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{
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Operand label = operation.Dest;
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if (labels.TryGetValue(label, out BasicBlock nextBlock))
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{
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nextBlock.Index = blocks.Count;
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blocks.Add(nextBlock);
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NextBlock(nextBlock);
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}
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else
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{
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NewNextBlock();
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labels.Add(label, currentBlock);
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}
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}
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else
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{
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if (needsNewBlock)
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{
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NewNextBlock();
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}
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currentBlock.Operations.AddLast(operation);
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}
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needsNewBlock = operation.Inst == Instruction.Branch ||
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operation.Inst == Instruction.BranchIfTrue ||
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operation.Inst == Instruction.BranchIfFalse;
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if (needsNewBlock)
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{
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Operand label = operation.Dest;
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if (!labels.TryGetValue(label, out BasicBlock branchBlock))
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{
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branchBlock = new BasicBlock();
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labels.Add(label, branchBlock);
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}
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currentBlock.Branch = branchBlock;
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}
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}
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return blocks.ToArray();
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}
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private static bool EndsWithUnconditionalInst(INode node)
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{
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if (node is Operation operation)
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{
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switch (operation.Inst)
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{
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case Instruction.Branch:
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case Instruction.Discard:
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case Instruction.Return:
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return true;
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}
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}
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return false;
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}
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}
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} |