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
2019-04-18 00:57:08 +01:00
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Shader.StructuredIr
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{
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static class StructuredProgram
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{
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public static StructuredProgramInfo MakeStructuredProgram(BasicBlock[] blocks)
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{
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PhiFunctions.Remove(blocks);
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StructuredProgramContext context = new StructuredProgramContext(blocks.Length);
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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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context.EnterBlock(block);
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foreach (INode node in block.Operations)
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{
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Operation operation = (Operation)node;
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if (IsBranchInst(operation.Inst))
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{
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context.LeaveBlock(block, operation);
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}
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else
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{
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AddOperation(context, operation);
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}
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}
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}
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GotoElimination.Eliminate(context.GetGotos());
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AstOptimizer.Optimize(context.Info);
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return context.Info;
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}
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private static void AddOperation(StructuredProgramContext context, Operation operation)
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{
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Instruction inst = operation.Inst;
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IAstNode[] sources = new IAstNode[operation.SourcesCount];
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for (int index = 0; index < sources.Length; index++)
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{
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sources[index] = context.GetOperandUse(operation.GetSource(index));
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}
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if (operation.Dest != null)
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{
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AstOperand dest = context.GetOperandDef(operation.Dest);
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if (inst == Instruction.LoadConstant)
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{
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Operand ldcSource = operation.GetSource(0);
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if (ldcSource.Type != OperandType.Constant)
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{
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throw new InvalidOperationException("Found LDC with non-constant constant buffer slot.");
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}
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context.Info.CBuffers.Add(ldcSource.Value);
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}
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AstAssignment assignment;
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2019-07-02 03:39:22 +01:00
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// If all the sources are bool, it's better to use short-circuiting
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// logical operations, rather than forcing a cast to int and doing
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// a bitwise operation with the value, as it is likely to be used as
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// a bool in the end.
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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
2019-04-18 00:57:08 +01:00
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if (IsBitwiseInst(inst) && AreAllSourceTypesEqual(sources, VariableType.Bool))
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{
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inst = GetLogicalFromBitwiseInst(inst);
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}
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bool isCondSel = inst == Instruction.ConditionalSelect;
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bool isCopy = inst == Instruction.Copy;
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if (isCondSel || isCopy)
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{
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VariableType type = GetVarTypeFromUses(operation.Dest);
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if (isCondSel && type == VariableType.F32)
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{
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inst |= Instruction.FP;
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}
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dest.VarType = type;
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}
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else
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{
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dest.VarType = InstructionInfo.GetDestVarType(inst);
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}
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int componentMask = 1 << operation.ComponentIndex;
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IAstNode source;
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if (operation is TextureOperation texOp)
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{
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AstTextureOperation astTexOp = new AstTextureOperation(
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inst,
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texOp.Type,
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texOp.Flags,
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texOp.Handle,
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componentMask,
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sources);
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context.Info.Samplers.Add(astTexOp);
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source = astTexOp;
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}
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else if (!isCopy)
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{
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source = new AstOperation(inst, componentMask, sources);
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}
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else
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{
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source = sources[0];
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}
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assignment = new AstAssignment(dest, source);
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context.AddNode(assignment);
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}
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else
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{
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context.AddNode(new AstOperation(inst, sources));
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}
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}
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private static VariableType GetVarTypeFromUses(Operand dest)
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{
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HashSet<Operand> visited = new HashSet<Operand>();
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Queue<Operand> pending = new Queue<Operand>();
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bool Enqueue(Operand operand)
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{
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if (visited.Add(operand))
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{
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pending.Enqueue(operand);
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return true;
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}
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return false;
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}
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Enqueue(dest);
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while (pending.TryDequeue(out Operand operand))
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{
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foreach (INode useNode in operand.UseOps)
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{
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if (!(useNode is Operation operation))
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{
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continue;
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}
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if (operation.Inst == Instruction.Copy)
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{
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if (operation.Dest.Type == OperandType.LocalVariable)
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{
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if (Enqueue(operation.Dest))
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{
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break;
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}
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}
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else
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{
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return OperandInfo.GetVarType(operation.Dest.Type);
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}
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}
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else
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{
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for (int index = 0; index < operation.SourcesCount; index++)
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{
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if (operation.GetSource(index) == operand)
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{
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return InstructionInfo.GetSrcVarType(operation.Inst, index);
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}
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}
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}
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}
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}
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return VariableType.S32;
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}
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private static bool AreAllSourceTypesEqual(IAstNode[] sources, VariableType type)
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{
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foreach (IAstNode node in sources)
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{
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if (!(node is AstOperand operand))
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{
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return false;
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}
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if (operand.VarType != type)
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{
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return false;
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}
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}
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return true;
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}
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private static bool IsBranchInst(Instruction inst)
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{
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switch (inst)
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{
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case Instruction.Branch:
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case Instruction.BranchIfFalse:
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case Instruction.BranchIfTrue:
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return true;
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}
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return false;
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}
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private static bool IsBitwiseInst(Instruction inst)
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{
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switch (inst)
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{
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case Instruction.BitwiseAnd:
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case Instruction.BitwiseExclusiveOr:
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case Instruction.BitwiseNot:
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case Instruction.BitwiseOr:
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return true;
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}
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return false;
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}
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private static Instruction GetLogicalFromBitwiseInst(Instruction inst)
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{
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switch (inst)
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{
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case Instruction.BitwiseAnd: return Instruction.LogicalAnd;
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case Instruction.BitwiseExclusiveOr: return Instruction.LogicalExclusiveOr;
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case Instruction.BitwiseNot: return Instruction.LogicalNot;
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case Instruction.BitwiseOr: return Instruction.LogicalOr;
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}
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throw new ArgumentException($"Unexpected instruction \"{inst}\".");
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}
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}
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}
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