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
57
Ryujinx.Graphics.Shader/Decoders/DecodedProgram.cs
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57
Ryujinx.Graphics.Shader/Decoders/DecodedProgram.cs
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using System;
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using System.Collections;
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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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struct DecodedProgram : IEnumerable<DecodedFunction>
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{
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public DecodedFunction MainFunction { get; }
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private readonly IReadOnlyDictionary<ulong, DecodedFunction> _functions;
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private readonly List<DecodedFunction> _functionsWithId;
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public int FunctionsWithIdCount => _functionsWithId.Count;
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public DecodedProgram(DecodedFunction mainFunction, IReadOnlyDictionary<ulong, DecodedFunction> functions)
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{
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MainFunction = mainFunction;
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_functions = functions;
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_functionsWithId = new List<DecodedFunction>();
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}
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public DecodedFunction GetFunctionByAddress(ulong address)
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{
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if (_functions.TryGetValue(address, out DecodedFunction function))
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{
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return function;
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}
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return null;
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}
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public DecodedFunction GetFunctionById(int id)
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{
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if ((uint)id >= (uint)_functionsWithId.Count)
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{
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throw new ArgumentOutOfRangeException(nameof(id));
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}
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return _functionsWithId[id];
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}
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public void AddFunctionAndSetId(DecodedFunction function)
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{
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function.Id = _functionsWithId.Count;
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_functionsWithId.Add(function);
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}
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public IEnumerator<DecodedFunction> GetEnumerator()
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{
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return _functions.Values.GetEnumerator();
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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}
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}
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