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
This commit is contained in:
gdkchan 2020-10-25 17:00:44 -03:00 committed by GitHub
parent 973a615d40
commit 49f970d5bd
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GPG key ID: 4AEE18F83AFDEB23
33 changed files with 1337 additions and 401 deletions

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@ -7,50 +7,18 @@ namespace Ryujinx.Graphics.Shader.Translation
{
// Those methods are an implementation of the algorithms on "A Simple, Fast Dominance Algorithm".
// https://www.cs.rice.edu/~keith/EMBED/dom.pdf
public static void FindDominators(BasicBlock entry, int blocksCount)
public static void FindDominators(ControlFlowGraph cfg)
{
HashSet<BasicBlock> visited = new HashSet<BasicBlock>();
Stack<BasicBlock> blockStack = new Stack<BasicBlock>();
List<BasicBlock> postOrderBlocks = new List<BasicBlock>(blocksCount);
int[] postOrderMap = new int[blocksCount];
visited.Add(entry);
blockStack.Push(entry);
while (blockStack.TryPop(out BasicBlock block))
{
if (block.Next != null && visited.Add(block.Next))
{
blockStack.Push(block);
blockStack.Push(block.Next);
}
else if (block.Branch != null && visited.Add(block.Branch))
{
blockStack.Push(block);
blockStack.Push(block.Branch);
}
else
{
postOrderMap[block.Index] = postOrderBlocks.Count;
postOrderBlocks.Add(block);
}
}
BasicBlock Intersect(BasicBlock block1, BasicBlock block2)
{
while (block1 != block2)
{
while (postOrderMap[block1.Index] < postOrderMap[block2.Index])
while (cfg.PostOrderMap[block1.Index] < cfg.PostOrderMap[block2.Index])
{
block1 = block1.ImmediateDominator;
}
while (postOrderMap[block2.Index] < postOrderMap[block1.Index])
while (cfg.PostOrderMap[block2.Index] < cfg.PostOrderMap[block1.Index])
{
block2 = block2.ImmediateDominator;
}
@ -59,7 +27,7 @@ namespace Ryujinx.Graphics.Shader.Translation
return block1;
}
entry.ImmediateDominator = entry;
cfg.Blocks[0].ImmediateDominator = cfg.Blocks[0];
bool modified;
@ -67,9 +35,9 @@ namespace Ryujinx.Graphics.Shader.Translation
{
modified = false;
for (int blkIndex = postOrderBlocks.Count - 2; blkIndex >= 0; blkIndex--)
for (int blkIndex = cfg.PostOrderBlocks.Length - 2; blkIndex >= 0; blkIndex--)
{
BasicBlock block = postOrderBlocks[blkIndex];
BasicBlock block = cfg.PostOrderBlocks[blkIndex];
BasicBlock newIDom = null;