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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74
Ryujinx.Graphics/Shader/StructuredIr/PhiFunctions.cs
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74
Ryujinx.Graphics/Shader/StructuredIr/PhiFunctions.cs
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Shader.StructuredIr
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{
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static class PhiFunctions
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{
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public static void Remove(BasicBlock[] blocks)
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{
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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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LinkedListNode<INode> node = block.Operations.First;
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while (node != null)
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{
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LinkedListNode<INode> nextNode = node.Next;
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if (!(node.Value is PhiNode phi))
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{
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node = nextNode;
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continue;
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}
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for (int index = 0; index < phi.SourcesCount; index++)
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{
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Operand src = phi.GetSource(index);
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BasicBlock srcBlock = phi.GetBlock(index);
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Operation copyOp = new Operation(Instruction.Copy, phi.Dest, src);
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AddBeforeBranch(srcBlock, copyOp);
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}
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block.Operations.Remove(node);
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node = nextNode;
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}
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}
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}
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private static void AddBeforeBranch(BasicBlock block, INode node)
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{
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INode lastOp = block.GetLastOp();
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if (lastOp is Operation operation && IsControlFlowInst(operation.Inst))
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{
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block.Operations.AddBefore(block.Operations.Last, node);
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}
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else
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{
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block.Operations.AddLast(node);
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}
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}
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private static bool IsControlFlowInst(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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case Instruction.Discard:
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case Instruction.Return:
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return true;
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}
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return false;
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}
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}
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}
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