shader: Add pools and rename files
This commit is contained in:
parent
be94ee88d2
commit
16cb00c521
30 changed files with 255 additions and 108 deletions
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@ -14,7 +14,8 @@
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namespace Shader::IR {
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Block::Block(u32 begin, u32 end) : location_begin{begin}, location_end{end} {}
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Block::Block(ObjectPool<Inst>& inst_pool_, u32 begin, u32 end)
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: inst_pool{&inst_pool_}, location_begin{begin}, location_end{end} {}
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Block::~Block() = default;
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@ -24,7 +25,7 @@ void Block::AppendNewInst(Opcode op, std::initializer_list<Value> args) {
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Block::iterator Block::PrependNewInst(iterator insertion_point, Opcode op,
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std::initializer_list<Value> args, u64 flags) {
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Inst* const inst{std::construct_at(instruction_alloc_pool.allocate(), op, flags)};
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Inst* const inst{inst_pool->Create(op, flags)};
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const auto result_it{instructions.insert(insertion_point, *inst)};
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if (inst->NumArgs() != args.size()) {
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@ -10,9 +10,9 @@
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#include <vector>
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#include <boost/intrusive/list.hpp>
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#include <boost/pool/pool_alloc.hpp>
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#include "shader_recompiler/frontend/ir/microinstruction.h"
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#include "shader_recompiler/object_pool.h"
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namespace Shader::IR {
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@ -25,7 +25,7 @@ public:
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using reverse_iterator = InstructionList::reverse_iterator;
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using const_reverse_iterator = InstructionList::const_reverse_iterator;
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explicit Block(u32 begin, u32 end);
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explicit Block(ObjectPool<Inst>& inst_pool_, u32 begin, u32 end);
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~Block();
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Block(const Block&) = delete;
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@ -119,6 +119,8 @@ public:
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}
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private:
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/// Memory pool for instruction list
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ObjectPool<Inst>* inst_pool;
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/// Starting location of this block
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u32 location_begin;
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/// End location of this block
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@ -127,11 +129,6 @@ private:
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/// List of instructions in this block
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InstructionList instructions;
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/// Memory pool for instruction list
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boost::fast_pool_allocator<Inst, boost::default_user_allocator_malloc_free,
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boost::details::pool::null_mutex>
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instruction_alloc_pool;
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/// Block immediate predecessors
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std::vector<IR::Block*> imm_predecessors;
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};
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@ -4,22 +4,14 @@
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#pragma once
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#include <memory>
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#include <vector>
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#include <boost/container/small_vector.hpp>
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#include "shader_recompiler/frontend/ir/basic_block.h"
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namespace Shader::IR {
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struct Function {
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struct InplaceDelete {
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void operator()(IR::Block* block) const noexcept {
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std::destroy_at(block);
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}
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};
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using UniqueBlock = std::unique_ptr<IR::Block, InplaceDelete>;
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std::vector<UniqueBlock> blocks;
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boost::container::small_vector<Block*, 16> blocks;
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};
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} // namespace Shader::IR
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@ -13,7 +13,7 @@
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#include <boost/intrusive/list.hpp>
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#include "common/common_types.h"
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#include "shader_recompiler/frontend/ir/opcode.h"
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#include "shader_recompiler/frontend/ir/opcodes.h"
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#include "shader_recompiler/frontend/ir/type.h"
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#include "shader_recompiler/frontend/ir/value.h"
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@ -7,7 +7,7 @@
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#include <string_view>
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#include "shader_recompiler/exception.h"
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#include "shader_recompiler/frontend/ir/opcode.h"
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#include "shader_recompiler/frontend/ir/opcodes.h"
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namespace Shader::IR {
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namespace {
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@ -26,7 +26,7 @@ constexpr std::array META_TABLE{
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.type{type_token}, \
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.arg_types{__VA_ARGS__}, \
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},
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#include "opcode.inc"
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#include "opcodes.inc"
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#undef OPCODE
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};
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@ -14,7 +14,7 @@ namespace Shader::IR {
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enum class Opcode {
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#define OPCODE(name, ...) name,
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#include "opcode.inc"
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#include "opcodes.inc"
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#undef OPCODE
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};
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38
src/shader_recompiler/frontend/ir/program.cpp
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38
src/shader_recompiler/frontend/ir/program.cpp
Normal file
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@ -0,0 +1,38 @@
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <map>
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#include <string>
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#include <fmt/format.h>
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#include "shader_recompiler/frontend/ir/function.h"
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#include "shader_recompiler/frontend/ir/program.h"
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namespace Shader::IR {
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std::string DumpProgram(const Program& program) {
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size_t index{0};
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std::map<const IR::Inst*, size_t> inst_to_index;
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std::map<const IR::Block*, size_t> block_to_index;
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for (const IR::Function& function : program.functions) {
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for (const IR::Block* const block : function.blocks) {
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block_to_index.emplace(block, index);
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++index;
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}
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}
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std::string ret;
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for (const IR::Function& function : program.functions) {
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ret += fmt::format("Function\n");
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for (const auto& block : function.blocks) {
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ret += IR::DumpBlock(*block, block_to_index, inst_to_index, index) + '\n';
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}
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}
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return ret;
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}
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} // namespace Shader::IR
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21
src/shader_recompiler/frontend/ir/program.h
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21
src/shader_recompiler/frontend/ir/program.h
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@ -0,0 +1,21 @@
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <string>
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#include <boost/container/small_vector.hpp>
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#include "shader_recompiler/frontend/ir/function.h"
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namespace Shader::IR {
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struct Program {
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boost::container::small_vector<Function, 1> functions;
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};
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[[nodiscard]] std::string DumpProgram(const Program& program);
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} // namespace Shader::IR
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@ -3,7 +3,7 @@
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// Refer to the license.txt file included.
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#include "shader_recompiler/frontend/ir/microinstruction.h"
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#include "shader_recompiler/frontend/ir/opcode.h"
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#include "shader_recompiler/frontend/ir/opcodes.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::IR {
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@ -16,7 +16,7 @@
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#include "shader_recompiler/frontend/ir/condition.h"
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#include "shader_recompiler/frontend/maxwell/instruction.h"
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#include "shader_recompiler/frontend/maxwell/location.h"
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#include "shader_recompiler/frontend/maxwell/opcode.h"
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#include "shader_recompiler/frontend/maxwell/opcodes.h"
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namespace Shader::Maxwell::Flow {
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@ -11,7 +11,7 @@
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#include "common/common_types.h"
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#include "shader_recompiler/exception.h"
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#include "shader_recompiler/frontend/maxwell/decode.h"
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#include "shader_recompiler/frontend/maxwell/opcode.h"
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#include "shader_recompiler/frontend/maxwell/opcodes.h"
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namespace Shader::Maxwell {
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namespace {
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@ -5,7 +5,7 @@
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#pragma once
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#include "common/common_types.h"
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#include "shader_recompiler/frontend/maxwell/opcode.h"
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#include "shader_recompiler/frontend/maxwell/opcodes.h"
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namespace Shader::Maxwell {
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#include <array>
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#include "shader_recompiler/exception.h"
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#include "shader_recompiler/frontend/maxwell/opcode.h"
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#include "shader_recompiler/frontend/maxwell/opcodes.h"
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namespace Shader::Maxwell {
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namespace {
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@ -5,6 +5,7 @@
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#include <algorithm>
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#include <memory>
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#include "shader_recompiler/frontend/ir/basic_block.h"
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#include "shader_recompiler/frontend/maxwell/program.h"
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#include "shader_recompiler/frontend/maxwell/termination_code.h"
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#include "shader_recompiler/frontend/maxwell/translate/translate.h"
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namespace Shader::Maxwell {
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namespace {
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void TranslateCode(Environment& env, const Flow::Function& cfg_function, IR::Function& function,
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std::span<IR::Block*> block_map, IR::Block* block_memory) {
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void TranslateCode(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Block>& block_pool,
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Environment& env, const Flow::Function& cfg_function, IR::Function& function,
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std::span<IR::Block*> block_map) {
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const size_t num_blocks{cfg_function.blocks.size()};
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function.blocks.reserve(num_blocks);
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for (const Flow::BlockId block_id : cfg_function.blocks) {
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const Flow::Block& flow_block{cfg_function.blocks_data[block_id]};
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function.blocks.emplace_back(std::construct_at(block_memory, Translate(env, flow_block)));
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block_map[flow_block.id] = function.blocks.back().get();
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++block_memory;
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IR::Block* const ir_block{block_pool.Create(Translate(inst_pool, env, flow_block))};
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block_map[flow_block.id] = ir_block;
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function.blocks.emplace_back(ir_block);
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}
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}
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}
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}
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void TranslateFunction(Environment& env, const Flow::Function& cfg_function, IR::Function& function,
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IR::Block* block_memory) {
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void TranslateFunction(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Block>& block_pool,
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Environment& env, const Flow::Function& cfg_function,
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IR::Function& function) {
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std::vector<IR::Block*> block_map;
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block_map.resize(cfg_function.blocks_data.size());
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TranslateCode(env, cfg_function, function, block_map, block_memory);
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TranslateCode(inst_pool, block_pool, env, cfg_function, function, block_map);
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EmitTerminationInsts(cfg_function, block_map);
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}
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} // Anonymous namespace
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Program::Program(Environment& env, const Flow::CFG& cfg) {
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IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Block>& block_pool,
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Environment& env, const Flow::CFG& cfg) {
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IR::Program program;
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auto& functions{program.functions};
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functions.reserve(cfg.Functions().size());
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for (const Flow::Function& cfg_function : cfg.Functions()) {
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TranslateFunction(env, cfg_function, functions.emplace_back(),
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block_alloc_pool.allocate(cfg_function.blocks.size()));
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TranslateFunction(inst_pool, block_pool, env, cfg_function, functions.emplace_back());
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}
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std::ranges::for_each(functions, Optimization::SsaRewritePass);
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for (IR::Function& function : functions) {
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Optimization::VerificationPass(function);
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}
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//*/
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}
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std::string DumpProgram(const Program& program) {
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size_t index{0};
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std::map<const IR::Inst*, size_t> inst_to_index;
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std::map<const IR::Block*, size_t> block_to_index;
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for (const IR::Function& function : program.functions) {
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for (const auto& block : function.blocks) {
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block_to_index.emplace(block.get(), index);
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++index;
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}
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}
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std::string ret;
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for (const IR::Function& function : program.functions) {
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ret += fmt::format("Function\n");
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for (const auto& block : function.blocks) {
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ret += IR::DumpBlock(*block, block_to_index, inst_to_index, index) + '\n';
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}
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}
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return ret;
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return program;
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}
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} // namespace Shader::Maxwell
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#include <vector>
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#include <boost/container/small_vector.hpp>
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#include <boost/pool/pool_alloc.hpp>
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#include "shader_recompiler/environment.h"
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#include "shader_recompiler/frontend/ir/basic_block.h"
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#include "shader_recompiler/frontend/ir/function.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/frontend/maxwell/control_flow.h"
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#include "shader_recompiler/object_pool.h"
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namespace Shader::Maxwell {
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class Program {
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friend std::string DumpProgram(const Program& program);
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public:
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explicit Program(Environment& env, const Flow::CFG& cfg);
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private:
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boost::pool_allocator<IR::Block, boost::default_user_allocator_new_delete,
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boost::details::pool::null_mutex>
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block_alloc_pool;
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boost::container::small_vector<IR::Function, 1> functions;
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};
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[[nodiscard]] std::string DumpProgram(const Program& program);
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[[nodiscard]] IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool,
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ObjectPool<IR::Block>& block_pool, Environment& env,
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const Flow::CFG& cfg);
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} // namespace Shader::Maxwell
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#include "common/common_types.h"
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#include "shader_recompiler/exception.h"
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#include "shader_recompiler/frontend/maxwell/opcode.h"
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#include "shader_recompiler/frontend/maxwell/opcodes.h"
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#include "shader_recompiler/frontend/maxwell/translate/impl/impl.h"
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namespace Shader::Maxwell {
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#include "common/bit_field.h"
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#include "common/common_types.h"
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#include "shader_recompiler/exception.h"
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#include "shader_recompiler/frontend/maxwell/opcode.h"
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#include "shader_recompiler/frontend/maxwell/opcodes.h"
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#include "shader_recompiler/frontend/maxwell/translate/impl/impl.h"
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namespace Shader::Maxwell {
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#include "common/common_types.h"
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#include "shader_recompiler/exception.h"
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#include "shader_recompiler/frontend/ir/ir_emitter.h"
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#include "shader_recompiler/frontend/maxwell/opcode.h"
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#include "shader_recompiler/frontend/maxwell/opcodes.h"
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#include "shader_recompiler/frontend/maxwell/translate/impl/impl.h"
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namespace Shader::Maxwell {
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#include "common/bit_field.h"
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#include "common/common_types.h"
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#include "shader_recompiler/exception.h"
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#include "shader_recompiler/frontend/maxwell/opcode.h"
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#include "shader_recompiler/frontend/maxwell/opcodes.h"
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#include "shader_recompiler/frontend/maxwell/translate/impl/impl.h"
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namespace Shader::Maxwell {
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#include "common/bit_field.h"
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#include "common/common_types.h"
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#include "shader_recompiler/exception.h"
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#include "shader_recompiler/frontend/maxwell/opcode.h"
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#include "shader_recompiler/frontend/maxwell/opcodes.h"
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#include "shader_recompiler/frontend/maxwell/translate/impl/impl.h"
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namespace Shader::Maxwell {
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#include "common/common_types.h"
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#include "shader_recompiler/exception.h"
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#include "shader_recompiler/frontend/maxwell/opcode.h"
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#include "shader_recompiler/frontend/maxwell/opcodes.h"
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#include "shader_recompiler/frontend/maxwell/translate/impl/impl.h"
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namespace Shader::Maxwell {
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@ -23,8 +23,9 @@ static void Invoke(TranslatorVisitor& visitor, Location pc, u64 insn) {
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}
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}
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IR::Block Translate(Environment& env, const Flow::Block& flow_block) {
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IR::Block block{flow_block.begin.Offset(), flow_block.end.Offset()};
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IR::Block Translate(ObjectPool<IR::Inst>& inst_pool, Environment& env,
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const Flow::Block& flow_block) {
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IR::Block block{inst_pool, flow_block.begin.Offset(), flow_block.end.Offset()};
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TranslatorVisitor visitor{env, block};
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const Location pc_end{flow_block.end};
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#include "shader_recompiler/environment.h"
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#include "shader_recompiler/frontend/ir/basic_block.h"
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#include "shader_recompiler/frontend/maxwell/location.h"
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#include "shader_recompiler/frontend/ir/microinstruction.h"
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#include "shader_recompiler/frontend/maxwell/control_flow.h"
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#include "shader_recompiler/frontend/maxwell/location.h"
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#include "shader_recompiler/object_pool.h"
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namespace Shader::Maxwell {
|
||||
|
||||
[[nodiscard]] IR::Block Translate(Environment& env, const Flow::Block& flow_block);
|
||||
[[nodiscard]] IR::Block Translate(ObjectPool<IR::Inst>& inst_pool, Environment& env,
|
||||
const Flow::Block& flow_block);
|
||||
|
||||
} // namespace Shader::Maxwell
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue