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
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207 changed files with 11514 additions and 6311 deletions
149
Ryujinx.Graphics/Shader/StructuredIr/AstOptimizer.cs
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149
Ryujinx.Graphics/Shader/StructuredIr/AstOptimizer.cs
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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using System.Linq;
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using static Ryujinx.Graphics.Shader.StructuredIr.AstHelper;
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namespace Ryujinx.Graphics.Shader.StructuredIr
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{
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static class AstOptimizer
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{
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public static void Optimize(StructuredProgramInfo info)
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{
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AstBlock mainBlock = info.MainBlock;
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AstBlockVisitor visitor = new AstBlockVisitor(mainBlock);
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foreach (IAstNode node in visitor.Visit())
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{
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if (node is AstAssignment assignment && assignment.Destination is AstOperand propVar)
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{
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bool isWorthPropagating = propVar.Uses.Count == 1 || IsWorthPropagating(assignment.Source);
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if (propVar.Defs.Count == 1 && isWorthPropagating)
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{
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PropagateExpression(propVar, assignment.Source);
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}
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if (propVar.Type == OperandType.LocalVariable && propVar.Uses.Count == 0)
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{
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visitor.Block.Remove(assignment);
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info.Locals.Remove(propVar);
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}
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}
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}
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RemoveEmptyBlocks(mainBlock);
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}
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private static bool IsWorthPropagating(IAstNode source)
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{
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if (!(source is AstOperation srcOp))
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{
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return false;
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}
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if (!InstructionInfo.IsUnary(srcOp.Inst))
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{
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return false;
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}
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return srcOp.GetSource(0) is AstOperand || srcOp.Inst == Instruction.Copy;
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}
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private static void PropagateExpression(AstOperand propVar, IAstNode source)
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{
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IAstNode[] uses = propVar.Uses.ToArray();
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foreach (IAstNode useNode in uses)
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{
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if (useNode is AstBlock useBlock)
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{
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useBlock.Condition = source;
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}
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else if (useNode is AstOperation useOperation)
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{
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for (int srcIndex = 0; srcIndex < useOperation.SourcesCount; srcIndex++)
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{
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if (useOperation.GetSource(srcIndex) == propVar)
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{
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useOperation.SetSource(srcIndex, source);
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}
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}
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}
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else if (useNode is AstAssignment useAssignment)
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{
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useAssignment.Source = source;
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}
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}
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}
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private static void RemoveEmptyBlocks(AstBlock mainBlock)
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{
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Queue<AstBlock> pending = new Queue<AstBlock>();
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pending.Enqueue(mainBlock);
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while (pending.TryDequeue(out AstBlock block))
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{
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foreach (IAstNode node in block)
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{
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if (node is AstBlock childBlock)
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{
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pending.Enqueue(childBlock);
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}
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}
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AstBlock parent = block.Parent;
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if (parent == null)
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{
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continue;
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}
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AstBlock nextBlock = Next(block) as AstBlock;
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bool hasElse = nextBlock != null && nextBlock.Type == AstBlockType.Else;
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bool isIf = block.Type == AstBlockType.If;
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if (block.Count == 0)
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{
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if (isIf)
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{
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if (hasElse)
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{
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nextBlock.TurnIntoIf(InverseCond(block.Condition));
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}
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parent.Remove(block);
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}
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else if (block.Type == AstBlockType.Else)
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{
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parent.Remove(block);
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}
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}
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else if (isIf && parent.Type == AstBlockType.Else && parent.Count == (hasElse ? 2 : 1))
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{
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AstBlock parentOfParent = parent.Parent;
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parent.Remove(block);
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parentOfParent.AddAfter(parent, block);
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if (hasElse)
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{
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parent.Remove(nextBlock);
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parentOfParent.AddAfter(block, nextBlock);
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}
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parentOfParent.Remove(parent);
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block.TurnIntoElseIf();
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}
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}
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}
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}
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}
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