Implement CAL and RET shader instructions (#1618)

* Add support for CAL and RET shader instructions

* Remove unused stuff

* Fix a bug that could cause the wrong values to be passed to a function

* Avoid repopulating function id dictionary every time

* PR feedback

* Fix vertex shader A/B merge
This commit is contained in:
gdkchan 2020-10-25 17:00:44 -03:00 committed by GitHub
parent 973a615d40
commit 49f970d5bd
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GPG key ID: 4AEE18F83AFDEB23
33 changed files with 1337 additions and 401 deletions

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@ -8,51 +8,108 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
{
static class StructuredProgram
{
public static StructuredProgramInfo MakeStructuredProgram(BasicBlock[] blocks, ShaderConfig config)
public static StructuredProgramInfo MakeStructuredProgram(Function[] functions, ShaderConfig config)
{
PhiFunctions.Remove(blocks);
StructuredProgramContext context = new StructuredProgramContext(config);
StructuredProgramContext context = new StructuredProgramContext(blocks.Length, config);
for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
for (int funcIndex = 0; funcIndex < functions.Length; funcIndex++)
{
BasicBlock block = blocks[blkIndex];
Function function = functions[funcIndex];
context.EnterBlock(block);
BasicBlock[] blocks = function.Blocks;
foreach (INode node in block.Operations)
VariableType returnType = function.ReturnsValue ? VariableType.S32 : VariableType.None;
VariableType[] inArguments = new VariableType[function.InArgumentsCount];
VariableType[] outArguments = new VariableType[function.OutArgumentsCount];
for (int i = 0; i < inArguments.Length; i++)
{
Operation operation = (Operation)node;
inArguments[i] = VariableType.S32;
}
if (IsBranchInst(operation.Inst))
for (int i = 0; i < outArguments.Length; i++)
{
outArguments[i] = VariableType.S32;
}
context.EnterFunction(blocks.Length, function.Name, returnType, inArguments, outArguments);
PhiFunctions.Remove(blocks);
for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
{
BasicBlock block = blocks[blkIndex];
context.EnterBlock(block);
for (LinkedListNode<INode> opNode = block.Operations.First; opNode != null; opNode = opNode.Next)
{
context.LeaveBlock(block, operation);
}
else
{
AddOperation(context, operation);
Operation operation = (Operation)opNode.Value;
if (IsBranchInst(operation.Inst))
{
context.LeaveBlock(block, operation);
}
else if (operation.Inst != Instruction.CallOutArgument)
{
AddOperation(context, opNode);
}
}
}
GotoElimination.Eliminate(context.GetGotos());
AstOptimizer.Optimize(context);
context.LeaveFunction();
}
GotoElimination.Eliminate(context.GetGotos());
AstOptimizer.Optimize(context);
return context.Info;
}
private static void AddOperation(StructuredProgramContext context, Operation operation)
private static void AddOperation(StructuredProgramContext context, LinkedListNode<INode> opNode)
{
Operation operation = (Operation)opNode.Value;
Instruction inst = operation.Inst;
IAstNode[] sources = new IAstNode[operation.SourcesCount];
bool isCall = inst == Instruction.Call;
for (int index = 0; index < sources.Length; index++)
int sourcesCount = operation.SourcesCount;
List<Operand> callOutOperands = new List<Operand>();
if (isCall)
{
LinkedListNode<INode> scan = opNode.Next;
while (scan != null && scan.Value is Operation nextOp && nextOp.Inst == Instruction.CallOutArgument)
{
callOutOperands.Add(nextOp.Dest);
scan = scan.Next;
}
sourcesCount += callOutOperands.Count;
}
IAstNode[] sources = new IAstNode[sourcesCount];
for (int index = 0; index < operation.SourcesCount; index++)
{
sources[index] = context.GetOperandUse(operation.GetSource(index));
}
if (isCall)
{
for (int index = 0; index < callOutOperands.Count; index++)
{
sources[operation.SourcesCount + index] = context.GetOperandDef(callOutOperands[index]);
}
callOutOperands.Clear();
}
AstTextureOperation GetAstTextureOperation(TextureOperation texOp)
{
return new AstTextureOperation(
@ -98,8 +155,6 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
AddSBufferUse(context.Info.SBuffers, operation);
}
AstAssignment assignment;
// If all the sources are bool, it's better to use short-circuiting
// logical operations, rather than forcing a cast to int and doing
// a bitwise operation with the value, as it is likely to be used as
@ -152,16 +207,14 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
}
else if (!isCopy)
{
source = new AstOperation(inst, operation.Index, sources);
source = new AstOperation(inst, operation.Index, sources, operation.SourcesCount);
}
else
{
source = sources[0];
}
assignment = new AstAssignment(dest, source);
context.AddNode(assignment);
context.AddNode(new AstAssignment(dest, source));
}
else if (operation.Inst == Instruction.Comment)
{
@ -182,7 +235,7 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
AddSBufferUse(context.Info.SBuffers, operation);
}
context.AddNode(new AstOperation(inst, operation.Index, sources));
context.AddNode(new AstOperation(inst, operation.Index, sources, operation.SourcesCount));
}
// Those instructions needs to be emulated by using helper functions,