Add support for fragment shader interlock (#2768)
* Support coherent images * Add support for fragment shader interlock * Change to tree based match approach * Refactor + check for branch targets and external registers * Make detection more robust * Use Intel fragment shader ordering if interlock is not available, use nothing if both are not available * Remove unused field
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31 changed files with 1309 additions and 179 deletions
48
Ryujinx.Graphics.Shader/Decoders/DecodedFunction.cs
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48
Ryujinx.Graphics.Shader/Decoders/DecodedFunction.cs
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Shader.Decoders
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{
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class DecodedFunction
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{
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private readonly HashSet<DecodedFunction> _callers;
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public bool IsCompilerGenerated => Type != FunctionType.User;
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public FunctionType Type { get; set; }
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public int Id { get; set; }
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public ulong Address { get; }
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public Block[] Blocks { get; private set; }
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public DecodedFunction(ulong address)
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{
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Address = address;
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_callers = new HashSet<DecodedFunction>();
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Type = FunctionType.User;
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Id = -1;
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}
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public void SetBlocks(Block[] blocks)
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{
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if (Blocks != null)
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{
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throw new InvalidOperationException("Blocks have already been set.");
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}
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Blocks = blocks;
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}
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public void AddCaller(DecodedFunction caller)
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{
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_callers.Add(caller);
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}
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public void RemoveCaller(DecodedFunction caller)
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{
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if (_callers.Remove(caller) && _callers.Count == 0)
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{
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Type = FunctionType.Unused;
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}
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}
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}
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}
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