Improve shader BRX instruction code generation (#3759)
* Improve shader BRX instruction code generation * Shader cache version bump, add some comments and asserts
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5 changed files with 140 additions and 24 deletions
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@ -41,24 +41,82 @@ namespace Ryujinx.Graphics.Shader.Instructions
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Operand address = context.IAdd(Register(op.SrcA, RegisterType.Gpr), Const(offset));
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// Sorting the target addresses in descending order improves the code,
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// since it will always check the most distant targets first, then the
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// near ones. This can be easily transformed into if/else statements.
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var sortedTargets = context.CurrBlock.Successors.Skip(startIndex).OrderByDescending(x => x.Address);
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var targets = context.CurrBlock.Successors.Skip(startIndex);
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Block lastTarget = sortedTargets.LastOrDefault();
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bool allTargetsSinglePred = true;
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int total = context.CurrBlock.Successors.Count - startIndex;
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int count = 0;
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foreach (Block possibleTarget in sortedTargets)
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foreach (var target in targets.OrderBy(x => x.Address))
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{
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Operand label = context.GetLabel(possibleTarget.Address);
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if (possibleTarget != lastTarget)
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if (++count < total && (target.Predecessors.Count > 1 || target.Address <= context.CurrBlock.Address))
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{
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context.BranchIfTrue(label, context.ICompareEqual(address, Const((int)possibleTarget.Address)));
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allTargetsSinglePred = false;
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break;
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}
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else
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}
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if (allTargetsSinglePred)
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{
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// Chain blocks, each target block will check if the BRX target address
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// matches its own address, if not, it jumps to the next target which will do the same check,
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// until it reaches the last possible target, which executed unconditionally.
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// We can only do this if the BRX block is the only predecessor of all target blocks.
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// Additionally, this is not supported for blocks located before the current block,
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// since it will be too late to insert a label, but this is something that can be improved
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// in the future if necessary.
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var sortedTargets = targets.OrderBy(x => x.Address);
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Block currentTarget = null;
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ulong firstTargetAddress = 0;
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foreach (Block nextTarget in sortedTargets)
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{
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context.Branch(label);
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if (currentTarget != null)
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{
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if (currentTarget.Address != nextTarget.Address)
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{
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context.SetBrxTarget(currentTarget.Address, address, (int)currentTarget.Address, nextTarget.Address);
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}
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}
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else
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{
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firstTargetAddress = nextTarget.Address;
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}
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currentTarget = nextTarget;
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}
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context.Branch(context.GetLabel(firstTargetAddress));
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}
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else
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{
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// Emit the branches sequentially.
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// This generates slightly worse code, but should work for all cases.
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var sortedTargets = targets.OrderByDescending(x => x.Address);
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ulong lastTargetAddress = ulong.MaxValue;
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count = 0;
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foreach (Block target in sortedTargets)
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{
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Operand label = context.GetLabel(target.Address);
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if (++count < total)
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{
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if (target.Address != lastTargetAddress)
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{
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context.BranchIfTrue(label, context.ICompareEqual(address, Const((int)target.Address)));
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}
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lastTargetAddress = target.Address;
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}
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else
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{
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context.Branch(label);
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}
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}
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}
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}
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