New shader translator implementation (#654)
* Start implementing a new shader translator * Fix shift instructions and a typo * Small refactoring on StructuredProgram, move RemovePhis method to a separate class * Initial geometry shader support * Implement TLD4 * Fix -- There's no negation on FMUL32I * Add constant folding and algebraic simplification optimizations, nits * Some leftovers from constant folding * Avoid cast for constant assignments * Add a branch elimination pass, and misc small fixes * Remove redundant branches, add expression propagation and other improvements on the code * Small leftovers -- add missing break and continue, remove unused properties, other improvements * Add null check to handle empty block cases on block visitor * Add HADD2 and HMUL2 half float shader instructions * Optimize pack/unpack sequences, some fixes related to half float instructions * Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen * Fix copy paste mistake that caused RZ to be ignored on the AST instruction * Add workaround for conditional exit, and fix half float instruction with constant buffer * Add missing 0.0 source for TLDS.LZ variants * Simplify the switch for TLDS.LZ * Texture instructions related fixes * Implement the HFMA instruction, and some misc. fixes * Enable constant folding on UnpackHalf2x16 instructions * Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods * Remove the old shader translator * Remove ShaderDeclInfo and other unused things * Add dual vertex shader support * Add ShaderConfig, used to pass shader type and maximum cbuffer size * Move and rename some instruction enums * Move texture instructions into a separate file * Move operand GetExpression and locals management to OperandManager * Optimize opcode decoding using a simple list and binary search * Add missing condition for do-while on goto elimination * Misc. fixes on texture instructions * Simplify TLDS switch * Address PR feedback, and a nit
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
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{
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class PhiNode : INode
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{
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private Operand _dest;
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public Operand Dest
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{
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get => _dest;
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set => _dest = AssignDest(value);
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}
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private HashSet<BasicBlock> _blocks;
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private class PhiSource
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{
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public BasicBlock Block { get; }
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public Operand Operand { get; set; }
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public PhiSource(BasicBlock block, Operand operand)
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{
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Block = block;
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Operand = operand;
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}
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}
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private List<PhiSource> _sources;
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public int SourcesCount => _sources.Count;
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public PhiNode(Operand dest)
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{
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_blocks = new HashSet<BasicBlock>();
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_sources = new List<PhiSource>();
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dest.AsgOp = this;
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Dest = dest;
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}
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private Operand AssignDest(Operand dest)
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{
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if (dest != null && dest.Type == OperandType.LocalVariable)
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{
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dest.AsgOp = this;
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}
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return dest;
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}
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public void AddSource(BasicBlock block, Operand operand)
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{
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if (_blocks.Add(block))
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{
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if (operand.Type == OperandType.LocalVariable)
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{
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operand.UseOps.Add(this);
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}
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_sources.Add(new PhiSource(block, operand));
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}
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}
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public Operand GetSource(int index)
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{
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return _sources[index].Operand;
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}
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public BasicBlock GetBlock(int index)
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{
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return _sources[index].Block;
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}
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public void SetSource(int index, Operand source)
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{
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Operand oldSrc = _sources[index].Operand;
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if (oldSrc != null && oldSrc.Type == OperandType.LocalVariable)
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{
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oldSrc.UseOps.Remove(this);
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}
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if (source.Type == OperandType.LocalVariable)
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{
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source.UseOps.Add(this);
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}
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_sources[index].Operand = source;
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}
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}
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}
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