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Ryujinx/Ryujinx.Graphics.Shader/StructuredIr/PhiFunctions.cs

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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
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Shader.StructuredIr
{
static class PhiFunctions
{
public static void Remove(BasicBlock[] blocks)
{
for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
{
BasicBlock block = blocks[blkIndex];
LinkedListNode<INode> node = block.Operations.First;
while (node != null)
{
LinkedListNode<INode> nextNode = node.Next;
if (!(node.Value is PhiNode phi))
{
node = nextNode;
continue;
}
for (int index = 0; index < phi.SourcesCount; index++)
{
Operand src = phi.GetSource(index);
BasicBlock srcBlock = phi.GetBlock(index);
Operation copyOp = new Operation(Instruction.Copy, phi.Dest, src);
AddBeforeBranch(srcBlock, copyOp);
}
block.Operations.Remove(node);
node = nextNode;
}
}
}
private static void AddBeforeBranch(BasicBlock block, INode node)
{
INode lastOp = block.GetLastOp();
if (lastOp is Operation operation && IsControlFlowInst(operation.Inst))
{
block.Operations.AddBefore(block.Operations.Last, node);
}
else
{
block.Operations.AddLast(node);
}
}
private static bool IsControlFlowInst(Instruction inst)
{
switch (inst)
{
case Instruction.Branch:
case Instruction.BranchIfFalse:
case Instruction.BranchIfTrue:
case Instruction.Discard:
case Instruction.Return:
return true;
}
return false;
}
}
}