mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-14 07:16:40 +00:00
204 lines
No EOL
6.3 KiB
C#
204 lines
No EOL
6.3 KiB
C#
using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gal.Shader
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{
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static class ShaderDecoder
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{
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private const bool AddDbgComments = true;
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public static ShaderIrBlock[] Decode(IGalMemory Memory, long Start)
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{
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Dictionary<long, ShaderIrBlock> Visited = new Dictionary<long, ShaderIrBlock>();
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Dictionary<long, ShaderIrBlock> VisitedEnd = new Dictionary<long, ShaderIrBlock>();
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Queue<ShaderIrBlock> Blocks = new Queue<ShaderIrBlock>();
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ShaderIrBlock Enqueue(long Position, ShaderIrBlock Source = null)
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{
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if (!Visited.TryGetValue(Position, out ShaderIrBlock Output))
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{
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Output = new ShaderIrBlock(Position);
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Blocks.Enqueue(Output);
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Visited.Add(Position, Output);
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}
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if (Source != null)
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{
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Output.Sources.Add(Source);
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}
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return Output;
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}
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ShaderIrBlock Entry = Enqueue(Start);
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while (Blocks.Count > 0)
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{
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ShaderIrBlock Current = Blocks.Dequeue();
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FillBlock(Memory, Current);
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//Set child blocks. "Branch" is the block the branch instruction
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//points to (when taken), "Next" is the block at the next address,
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//executed when the branch is not taken. For Unconditional Branches
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//or end of shader, Next is null.
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if (Current.Nodes.Count > 0)
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{
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ShaderIrNode LastNode = Current.GetLastNode();
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ShaderIrOp Op = GetInnermostOp(LastNode);
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if (Op?.Inst == ShaderIrInst.Bra)
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{
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int Offset = ((ShaderIrOperImm)Op.OperandA).Value;
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long Target = Current.EndPosition + Offset;
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Current.Branch = Enqueue(Target, Current);
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}
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if (NodeHasNext(LastNode))
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{
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Current.Next = Enqueue(Current.EndPosition);
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}
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}
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//If we have on the graph two blocks with the same end position,
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//then we need to split the bigger block and have two small blocks,
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//the end position of the bigger "Current" block should then be == to
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//the position of the "Smaller" block.
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while (VisitedEnd.TryGetValue(Current.EndPosition, out ShaderIrBlock Smaller))
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{
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if (Current.Position > Smaller.Position)
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{
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ShaderIrBlock Temp = Smaller;
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Smaller = Current;
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Current = Temp;
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}
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Current.EndPosition = Smaller.Position;
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Current.Next = Smaller;
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Current.Branch = null;
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Current.Nodes.RemoveRange(
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Current.Nodes.Count - Smaller.Nodes.Count,
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Smaller.Nodes.Count);
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VisitedEnd[Smaller.EndPosition] = Smaller;
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}
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VisitedEnd.Add(Current.EndPosition, Current);
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}
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//Make and sort Graph blocks array by position.
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ShaderIrBlock[] Graph = new ShaderIrBlock[Visited.Count];
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while (Visited.Count > 0)
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{
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ulong FirstPos = ulong.MaxValue;
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foreach (ShaderIrBlock Block in Visited.Values)
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{
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if (FirstPos > (ulong)Block.Position)
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FirstPos = (ulong)Block.Position;
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}
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ShaderIrBlock Current = Visited[(long)FirstPos];
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do
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{
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Graph[Graph.Length - Visited.Count] = Current;
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Visited.Remove(Current.Position);
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Current = Current.Next;
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}
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while (Current != null);
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}
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return Graph;
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}
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private static void FillBlock(IGalMemory Memory, ShaderIrBlock Block)
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{
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long Position = Block.Position;
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do
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{
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//Ignore scheduling instructions, which are written every 32 bytes.
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if ((Position & 0x1f) == 0)
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{
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Position += 8;
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continue;
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}
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uint Word0 = (uint)Memory.ReadInt32(Position + 0);
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uint Word1 = (uint)Memory.ReadInt32(Position + 4);
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Position += 8;
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long OpCode = Word0 | (long)Word1 << 32;
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ShaderDecodeFunc Decode = ShaderOpCodeTable.GetDecoder(OpCode);
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if (AddDbgComments)
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{
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string DbgOpCode = $"0x{(Position - 8):x16}: 0x{OpCode:x16} ";
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DbgOpCode += (Decode?.Method.Name ?? "???");
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if (Decode == ShaderDecode.Bra)
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{
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int Offset = ((int)(OpCode >> 20) << 8) >> 8;
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long Target = Position + Offset;
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DbgOpCode += " (0x" + Target.ToString("x16") + ")";
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}
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Block.AddNode(new ShaderIrCmnt(DbgOpCode));
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}
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if (Decode == null)
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{
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continue;
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}
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Decode(Block, OpCode);
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}
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while (!IsFlowChange(Block.GetLastNode()));
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Block.EndPosition = Position;
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}
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private static bool IsFlowChange(ShaderIrNode Node)
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{
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return !NodeHasNext(GetInnermostOp(Node));
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}
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private static ShaderIrOp GetInnermostOp(ShaderIrNode Node)
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{
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if (Node is ShaderIrCond Cond)
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{
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Node = Cond.Child;
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}
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return Node is ShaderIrOp Op ? Op : null;
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}
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private static bool NodeHasNext(ShaderIrNode Node)
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{
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if (!(Node is ShaderIrOp Op))
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{
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return true;
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}
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return Op.Inst != ShaderIrInst.Exit &&
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Op.Inst != ShaderIrInst.Bra;
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}
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}
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} |