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Ryujinx/Ryujinx.Graphics/Shader/Translation/Optimizations/ConstantFolding.cs
gdkchan 6b23a2c125 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 09:57:08 +10:00

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C#

using Ryujinx.Graphics.Shader.Decoders;
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using System;
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
namespace Ryujinx.Graphics.Shader.Translation.Optimizations
{
static class ConstantFolding
{
public static void Fold(Operation operation)
{
if (!AreAllSourcesConstant(operation))
{
return;
}
switch (operation.Inst)
{
case Instruction.Add:
EvaluateBinary(operation, (x, y) => x + y);
break;
case Instruction.BitwiseAnd:
EvaluateBinary(operation, (x, y) => x & y);
break;
case Instruction.BitwiseExclusiveOr:
EvaluateBinary(operation, (x, y) => x ^ y);
break;
case Instruction.BitwiseNot:
EvaluateUnary(operation, (x) => ~x);
break;
case Instruction.BitwiseOr:
EvaluateBinary(operation, (x, y) => x | y);
break;
case Instruction.BitfieldExtractS32:
BitfieldExtractS32(operation);
break;
case Instruction.BitfieldExtractU32:
BitfieldExtractU32(operation);
break;
case Instruction.Clamp:
EvaluateTernary(operation, (x, y, z) => Math.Clamp(x, y, z));
break;
case Instruction.ClampU32:
EvaluateTernary(operation, (x, y, z) => (int)Math.Clamp((uint)x, (uint)y, (uint)z));
break;
case Instruction.CompareEqual:
EvaluateBinary(operation, (x, y) => x == y);
break;
case Instruction.CompareGreater:
EvaluateBinary(operation, (x, y) => x > y);
break;
case Instruction.CompareGreaterOrEqual:
EvaluateBinary(operation, (x, y) => x >= y);
break;
case Instruction.CompareGreaterOrEqualU32:
EvaluateBinary(operation, (x, y) => (uint)x >= (uint)y);
break;
case Instruction.CompareGreaterU32:
EvaluateBinary(operation, (x, y) => (uint)x > (uint)y);
break;
case Instruction.CompareLess:
EvaluateBinary(operation, (x, y) => x < y);
break;
case Instruction.CompareLessOrEqual:
EvaluateBinary(operation, (x, y) => x <= y);
break;
case Instruction.CompareLessOrEqualU32:
EvaluateBinary(operation, (x, y) => (uint)x <= (uint)y);
break;
case Instruction.CompareLessU32:
EvaluateBinary(operation, (x, y) => (uint)x < (uint)y);
break;
case Instruction.CompareNotEqual:
EvaluateBinary(operation, (x, y) => x != y);
break;
case Instruction.Divide:
EvaluateBinary(operation, (x, y) => y != 0 ? x / y : 0);
break;
case Instruction.FP | Instruction.Add:
EvaluateFPBinary(operation, (x, y) => x + y);
break;
case Instruction.FP | Instruction.Clamp:
EvaluateFPTernary(operation, (x, y, z) => Math.Clamp(x, y, z));
break;
case Instruction.FP | Instruction.CompareEqual:
EvaluateFPBinary(operation, (x, y) => x == y);
break;
case Instruction.FP | Instruction.CompareGreater:
EvaluateFPBinary(operation, (x, y) => x > y);
break;
case Instruction.FP | Instruction.CompareGreaterOrEqual:
EvaluateFPBinary(operation, (x, y) => x >= y);
break;
case Instruction.FP | Instruction.CompareLess:
EvaluateFPBinary(operation, (x, y) => x < y);
break;
case Instruction.FP | Instruction.CompareLessOrEqual:
EvaluateFPBinary(operation, (x, y) => x <= y);
break;
case Instruction.FP | Instruction.CompareNotEqual:
EvaluateFPBinary(operation, (x, y) => x != y);
break;
case Instruction.FP | Instruction.Divide:
EvaluateFPBinary(operation, (x, y) => x / y);
break;
case Instruction.FP | Instruction.Multiply:
EvaluateFPBinary(operation, (x, y) => x * y);
break;
case Instruction.FP | Instruction.Negate:
EvaluateFPUnary(operation, (x) => -x);
break;
case Instruction.FP | Instruction.Subtract:
EvaluateFPBinary(operation, (x, y) => x - y);
break;
case Instruction.IsNan:
EvaluateFPUnary(operation, (x) => float.IsNaN(x));
break;
case Instruction.Maximum:
EvaluateBinary(operation, (x, y) => Math.Max(x, y));
break;
case Instruction.MaximumU32:
EvaluateBinary(operation, (x, y) => (int)Math.Max((uint)x, (uint)y));
break;
case Instruction.Minimum:
EvaluateBinary(operation, (x, y) => Math.Min(x, y));
break;
case Instruction.MinimumU32:
EvaluateBinary(operation, (x, y) => (int)Math.Min((uint)x, (uint)y));
break;
case Instruction.Multiply:
EvaluateBinary(operation, (x, y) => x * y);
break;
case Instruction.Negate:
EvaluateUnary(operation, (x) => -x);
break;
case Instruction.ShiftLeft:
EvaluateBinary(operation, (x, y) => x << y);
break;
case Instruction.ShiftRightS32:
EvaluateBinary(operation, (x, y) => x >> y);
break;
case Instruction.ShiftRightU32:
EvaluateBinary(operation, (x, y) => (int)((uint)x >> y));
break;
case Instruction.Subtract:
EvaluateBinary(operation, (x, y) => x - y);
break;
case Instruction.UnpackHalf2x16:
UnpackHalf2x16(operation);
break;
}
}
private static bool AreAllSourcesConstant(Operation operation)
{
for (int index = 0; index < operation.SourcesCount; index++)
{
if (operation.GetSource(index).Type != OperandType.Constant)
{
return false;
}
}
return true;
}
private static void BitfieldExtractS32(Operation operation)
{
int value = GetBitfieldExtractValue(operation);
int shift = 32 - operation.GetSource(2).Value;
value = (value << shift) >> shift;
operation.TurnIntoCopy(Const(value));
}
private static void BitfieldExtractU32(Operation operation)
{
operation.TurnIntoCopy(Const(GetBitfieldExtractValue(operation)));
}
private static int GetBitfieldExtractValue(Operation operation)
{
int value = operation.GetSource(0).Value;
int lsb = operation.GetSource(1).Value;
int length = operation.GetSource(2).Value;
return value.Extract(lsb, length);
}
private static void UnpackHalf2x16(Operation operation)
{
int value = operation.GetSource(0).Value;
value = (value >> operation.ComponentIndex * 16) & 0xffff;
operation.TurnIntoCopy(ConstF(HalfConversion.HalfToSingle(value)));
}
private static void FPNegate(Operation operation)
{
float value = operation.GetSource(0).AsFloat();
operation.TurnIntoCopy(ConstF(-value));
}
private static void EvaluateUnary(Operation operation, Func<int, int> op)
{
int x = operation.GetSource(0).Value;
operation.TurnIntoCopy(Const(op(x)));
}
private static void EvaluateFPUnary(Operation operation, Func<float, float> op)
{
float x = operation.GetSource(0).AsFloat();
operation.TurnIntoCopy(ConstF(op(x)));
}
private static void EvaluateFPUnary(Operation operation, Func<float, bool> op)
{
float x = operation.GetSource(0).AsFloat();
operation.TurnIntoCopy(Const(op(x) ? IrConsts.True : IrConsts.False));
}
private static void EvaluateBinary(Operation operation, Func<int, int, int> op)
{
int x = operation.GetSource(0).Value;
int y = operation.GetSource(1).Value;
operation.TurnIntoCopy(Const(op(x, y)));
}
private static void EvaluateBinary(Operation operation, Func<int, int, bool> op)
{
int x = operation.GetSource(0).Value;
int y = operation.GetSource(1).Value;
operation.TurnIntoCopy(Const(op(x, y) ? IrConsts.True : IrConsts.False));
}
private static void EvaluateFPBinary(Operation operation, Func<float, float, float> op)
{
float x = operation.GetSource(0).AsFloat();
float y = operation.GetSource(1).AsFloat();
operation.TurnIntoCopy(ConstF(op(x, y)));
}
private static void EvaluateFPBinary(Operation operation, Func<float, float, bool> op)
{
float x = operation.GetSource(0).AsFloat();
float y = operation.GetSource(1).AsFloat();
operation.TurnIntoCopy(Const(op(x, y) ? IrConsts.True : IrConsts.False));
}
private static void EvaluateTernary(Operation operation, Func<int, int, int, int> op)
{
int x = operation.GetSource(0).Value;
int y = operation.GetSource(1).Value;
int z = operation.GetSource(2).Value;
operation.TurnIntoCopy(Const(op(x, y, z)));
}
private static void EvaluateFPTernary(Operation operation, Func<float, float, float, float> op)
{
float x = operation.GetSource(0).AsFloat();
float y = operation.GetSource(1).AsFloat();
float z = operation.GetSource(2).AsFloat();
operation.TurnIntoCopy(ConstF(op(x, y, z)));
}
}
}