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
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@ -4,7 +4,7 @@ using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.StructuredIr;
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using Ryujinx.Graphics.Shader.Translation.Optimizations;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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@ -33,9 +33,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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{
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counts ??= new TranslationCounts();
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Block[][] cfg = DecodeShader(address, gpuAccessor, options, counts, out ShaderConfig config);
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return new TranslatorContext(address, cfg, config);
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return DecodeShader(address, gpuAccessor, options, counts);
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}
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internal static ShaderProgram Translate(FunctionCode[] functions, ShaderConfig config, out ShaderProgramInfo shaderProgramInfo)
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@ -112,35 +110,29 @@ namespace Ryujinx.Graphics.Shader.Translation
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return program;
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}
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private static Block[][] DecodeShader(
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ulong address,
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IGpuAccessor gpuAccessor,
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TranslationOptions options,
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TranslationCounts counts,
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out ShaderConfig config)
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private static TranslatorContext DecodeShader(ulong address, IGpuAccessor gpuAccessor, TranslationOptions options, TranslationCounts counts)
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{
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Block[][] cfg;
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ShaderConfig config;
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DecodedProgram program;
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ulong maxEndAddress = 0;
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if ((options.Flags & TranslationFlags.Compute) != 0)
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{
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config = new ShaderConfig(gpuAccessor, options, counts);
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cfg = Decoder.Decode(config, address);
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program = Decoder.Decode(config, address);
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}
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else
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{
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config = new ShaderConfig(new ShaderHeader(gpuAccessor, address), gpuAccessor, options, counts);
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cfg = Decoder.Decode(config, address + HeaderSize);
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program = Decoder.Decode(config, address + HeaderSize);
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}
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for (int funcIndex = 0; funcIndex < cfg.Length; funcIndex++)
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foreach (DecodedFunction function in program)
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{
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for (int blkIndex = 0; blkIndex < cfg[funcIndex].Length; blkIndex++)
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foreach (Block block in function.Blocks)
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{
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Block block = cfg[funcIndex][blkIndex];
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if (maxEndAddress < block.EndAddress)
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{
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maxEndAddress = block.EndAddress;
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@ -164,36 +156,36 @@ namespace Ryujinx.Graphics.Shader.Translation
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config.SizeAdd((int)maxEndAddress + (options.Flags.HasFlag(TranslationFlags.Compute) ? 0 : HeaderSize));
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return cfg;
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return new TranslatorContext(address, program, config);
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}
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internal static FunctionCode[] EmitShader(Block[][] cfg, ShaderConfig config, bool initializeOutputs, out int initializationOperations)
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internal static FunctionCode[] EmitShader(DecodedProgram program, ShaderConfig config, bool initializeOutputs, out int initializationOperations)
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{
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initializationOperations = 0;
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Dictionary<ulong, int> funcIds = new Dictionary<ulong, int>();
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FunctionMatch.RunPass(program);
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for (int funcIndex = 0; funcIndex < cfg.Length; funcIndex++)
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foreach (DecodedFunction function in program.OrderBy(x => x.Address).Where(x => !x.IsCompilerGenerated))
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{
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funcIds.Add(cfg[funcIndex][0].Address, funcIndex);
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program.AddFunctionAndSetId(function);
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}
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List<FunctionCode> funcs = new List<FunctionCode>();
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FunctionCode[] functions = new FunctionCode[program.FunctionsWithIdCount];
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for (int funcIndex = 0; funcIndex < cfg.Length; funcIndex++)
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for (int index = 0; index < functions.Length; index++)
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{
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EmitterContext context = new EmitterContext(config, funcIndex != 0, funcIds);
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EmitterContext context = new EmitterContext(program, config, index != 0);
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if (initializeOutputs && funcIndex == 0)
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if (initializeOutputs && index == 0)
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{
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EmitOutputsInitialization(context, config);
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initializationOperations = context.OperationsCount;
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}
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for (int blkIndex = 0; blkIndex < cfg[funcIndex].Length; blkIndex++)
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{
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Block block = cfg[funcIndex][blkIndex];
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DecodedFunction function = program.GetFunctionById(index);
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foreach (Block block in function.Blocks)
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{
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context.CurrBlock = block;
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context.MarkLabel(context.GetLabel(block.Address));
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@ -201,10 +193,10 @@ namespace Ryujinx.Graphics.Shader.Translation
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EmitOps(context, block);
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}
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funcs.Add(new FunctionCode(context.GetOperations()));
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functions[index] = new FunctionCode(context.GetOperations());
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}
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return funcs.ToArray();
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return functions;
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}
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private static void EmitOutputsInitialization(EmitterContext context, ShaderConfig config)
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