mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-27 10:51:21 -08:00
b066cfc1a3
* Add support for shader constant buffer slot indexing * Fix typo
364 lines
12 KiB
C#
364 lines
12 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.Translation;
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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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, ShaderConfig config)
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{
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PhiFunctions.Remove(blocks);
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StructuredProgramContext context = new StructuredProgramContext(blocks.Length, config);
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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);
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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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AstTextureOperation GetAstTextureOperation(TextureOperation texOp)
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{
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return new AstTextureOperation(
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inst,
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texOp.Type,
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texOp.Format,
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texOp.Flags,
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texOp.Handle,
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4, // TODO: Non-hardcoded array size.
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texOp.Index,
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sources);
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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 slot = operation.GetSource(0);
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if (slot.Type == OperandType.Constant)
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{
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context.Info.CBuffers.Add(slot.Value);
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}
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else
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{
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// If the value is not constant, then we don't know
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// how many constant buffers are used, so we assume
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// all of them are used.
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int cbCount = 32 - BitOperations.LeadingZeroCount(context.Config.GpuAccessor.QueryConstantBufferUse());
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for (int index = 0; index < cbCount; index++)
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{
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context.Info.CBuffers.Add(index);
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}
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context.Info.UsesCbIndexing = true;
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}
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}
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else if (UsesStorage(inst))
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{
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AddSBufferUse(context.Info.SBuffers, operation);
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}
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AstAssignment assignment;
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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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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.FP32;
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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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IAstNode source;
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if (operation is TextureOperation texOp)
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{
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if (texOp.Inst == Instruction.ImageLoad || texOp.Inst == Instruction.ImageStore)
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{
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dest.VarType = texOp.Format.GetComponentType();
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}
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AstTextureOperation astTexOp = GetAstTextureOperation(texOp);
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if (texOp.Inst == Instruction.ImageLoad)
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{
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context.Info.Images.Add(astTexOp);
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}
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else
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{
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context.Info.Samplers.Add(astTexOp);
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}
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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, operation.Index, 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 if (operation.Inst == Instruction.Comment)
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{
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context.AddNode(new AstComment(((CommentNode)operation).Comment));
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}
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else if (operation is TextureOperation texOp)
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{
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AstTextureOperation astTexOp = GetAstTextureOperation(texOp);
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context.Info.Images.Add(astTexOp);
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context.AddNode(astTexOp);
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}
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else
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{
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if (UsesStorage(inst))
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{
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AddSBufferUse(context.Info.SBuffers, operation);
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}
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context.AddNode(new AstOperation(inst, operation.Index, sources));
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}
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// Those instructions needs to be emulated by using helper functions,
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// because they are NVIDIA specific. Those flags helps the backend to
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// decide which helper functions are needed on the final generated code.
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switch (operation.Inst)
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{
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case Instruction.MultiplyHighS32:
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context.Info.HelperFunctionsMask |= HelperFunctionsMask.MultiplyHighS32;
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break;
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case Instruction.MultiplyHighU32:
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context.Info.HelperFunctionsMask |= HelperFunctionsMask.MultiplyHighU32;
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break;
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case Instruction.Shuffle:
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context.Info.HelperFunctionsMask |= HelperFunctionsMask.Shuffle;
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break;
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case Instruction.ShuffleDown:
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context.Info.HelperFunctionsMask |= HelperFunctionsMask.ShuffleDown;
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break;
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case Instruction.ShuffleUp:
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context.Info.HelperFunctionsMask |= HelperFunctionsMask.ShuffleUp;
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break;
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case Instruction.ShuffleXor:
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context.Info.HelperFunctionsMask |= HelperFunctionsMask.ShuffleXor;
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break;
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case Instruction.SwizzleAdd:
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context.Info.HelperFunctionsMask |= HelperFunctionsMask.SwizzleAdd;
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break;
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}
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}
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private static void AddSBufferUse(HashSet<int> sBuffers, Operation operation)
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{
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Operand slot = operation.GetSource(0);
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if (slot.Type == OperandType.Constant)
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{
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sBuffers.Add(slot.Value);
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}
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else
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{
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// If the value is not constant, then we don't know
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// how many storage buffers are used, so we assume
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// all of them are used.
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for (int index = 0; index < GlobalMemory.StorageMaxCount; index++)
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{
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sBuffers.Add(index);
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}
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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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private static bool UsesStorage(Instruction inst)
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{
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if (inst == Instruction.LoadStorage || inst == Instruction.StoreStorage)
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{
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return true;
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}
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return inst.IsAtomic() && (inst & Instruction.MrMask) == Instruction.MrStorage;
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}
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}
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} |