Implement CAL and RET shader instructions (#1618)
* Add support for CAL and RET shader instructions * Remove unused stuff * Fix a bug that could cause the wrong values to be passed to a function * Avoid repopulating function id dictionary every time * PR feedback * Fix vertex shader A/B merge
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33 changed files with 1337 additions and 401 deletions
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@ -7,50 +7,18 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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// Those methods are an implementation of the algorithms on "A Simple, Fast Dominance Algorithm".
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// https://www.cs.rice.edu/~keith/EMBED/dom.pdf
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public static void FindDominators(BasicBlock entry, int blocksCount)
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public static void FindDominators(ControlFlowGraph cfg)
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{
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HashSet<BasicBlock> visited = new HashSet<BasicBlock>();
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Stack<BasicBlock> blockStack = new Stack<BasicBlock>();
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List<BasicBlock> postOrderBlocks = new List<BasicBlock>(blocksCount);
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int[] postOrderMap = new int[blocksCount];
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visited.Add(entry);
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blockStack.Push(entry);
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while (blockStack.TryPop(out BasicBlock block))
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{
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if (block.Next != null && visited.Add(block.Next))
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{
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blockStack.Push(block);
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blockStack.Push(block.Next);
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}
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else if (block.Branch != null && visited.Add(block.Branch))
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{
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blockStack.Push(block);
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blockStack.Push(block.Branch);
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}
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else
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{
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postOrderMap[block.Index] = postOrderBlocks.Count;
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postOrderBlocks.Add(block);
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}
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}
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BasicBlock Intersect(BasicBlock block1, BasicBlock block2)
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{
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while (block1 != block2)
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{
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while (postOrderMap[block1.Index] < postOrderMap[block2.Index])
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while (cfg.PostOrderMap[block1.Index] < cfg.PostOrderMap[block2.Index])
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{
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block1 = block1.ImmediateDominator;
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}
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while (postOrderMap[block2.Index] < postOrderMap[block1.Index])
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while (cfg.PostOrderMap[block2.Index] < cfg.PostOrderMap[block1.Index])
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{
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block2 = block2.ImmediateDominator;
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}
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@ -59,7 +27,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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return block1;
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}
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entry.ImmediateDominator = entry;
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cfg.Blocks[0].ImmediateDominator = cfg.Blocks[0];
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bool modified;
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@ -67,9 +35,9 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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modified = false;
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for (int blkIndex = postOrderBlocks.Count - 2; blkIndex >= 0; blkIndex--)
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for (int blkIndex = cfg.PostOrderBlocks.Length - 2; blkIndex >= 0; blkIndex--)
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{
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BasicBlock block = postOrderBlocks[blkIndex];
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BasicBlock block = cfg.PostOrderBlocks[blkIndex];
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BasicBlock newIDom = null;
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