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Merge pull request #1101 from Subv/ssy_stack
Shaders: Implemented a stack for the SSY/SYNC instructions.
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commit
85da529f15
1 changed files with 36 additions and 3 deletions
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@ -842,6 +842,33 @@ private:
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shader.AddLine('}');
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}
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/*
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* Emits code to push the input target address to the SSY address stack, incrementing the stack
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* top.
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*/
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void EmitPushToSSYStack(u32 target) {
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shader.AddLine('{');
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++shader.scope;
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shader.AddLine("ssy_stack[ssy_stack_top] = " + std::to_string(target) + "u;");
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shader.AddLine("ssy_stack_top++;");
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--shader.scope;
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shader.AddLine('}');
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}
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/*
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* Emits code to pop an address from the SSY address stack, setting the jump address to the
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* popped address and decrementing the stack top.
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*/
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void EmitPopFromSSYStack() {
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shader.AddLine('{');
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++shader.scope;
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shader.AddLine("ssy_stack_top--;");
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shader.AddLine("jmp_to = ssy_stack[ssy_stack_top];");
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shader.AddLine("break;");
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--shader.scope;
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shader.AddLine('}');
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}
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/**
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* Compiles a single instruction from Tegra to GLSL.
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* @param offset the offset of the Tegra shader instruction.
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@ -1870,13 +1897,13 @@ private:
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ASSERT_MSG(instr.bra.constant_buffer == 0, "Constant buffer SSY is not supported");
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u32 target = offset + instr.bra.GetBranchTarget();
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shader.AddLine("ssy_target = " + std::to_string(target) + "u;");
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EmitPushToSSYStack(target);
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break;
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}
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case OpCode::Id::SYNC: {
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// The SYNC opcode jumps to the address previously set by the SSY opcode
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ASSERT(instr.flow.cond == Tegra::Shader::FlowCondition::Always);
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shader.AddLine("{ jmp_to = ssy_target; break; }");
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EmitPopFromSSYStack();
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break;
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}
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case OpCode::Id::DEPBAR: {
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@ -1947,7 +1974,13 @@ private:
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} else {
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labels.insert(subroutine.begin);
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shader.AddLine("uint jmp_to = " + std::to_string(subroutine.begin) + "u;");
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shader.AddLine("uint ssy_target = 0u;");
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// TODO(Subv): Figure out the actual depth of the SSY stack, for now it seems
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// unlikely that shaders will use 20 nested SSYs.
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constexpr u32 SSY_STACK_SIZE = 20;
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shader.AddLine("uint ssy_stack[" + std::to_string(SSY_STACK_SIZE) + "];");
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shader.AddLine("uint ssy_stack_top = 0u;");
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shader.AddLine("while (true) {");
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++shader.scope;
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