Shader_Ir: Refactor Decompilation process and allow multiple decompilation modes.
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38fc995f6c
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47e4f6a52c
15 changed files with 338 additions and 82 deletions
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@ -102,35 +102,71 @@ void ShaderIR::Decode() {
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std::memcpy(&header, program_code.data(), sizeof(Tegra::Shader::Header));
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decompiled = false;
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const auto info =
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ScanFlow(program_code, program_size, main_offset, program_manager);
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if (info) {
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const auto& shader_info = *info;
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coverage_begin = shader_info.start;
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coverage_end = shader_info.end;
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if (shader_info.decompiled) {
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decompiled = true;
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ASTDecoder decoder{*this};
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ASTNode program = GetASTProgram();
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decoder.Visit(program);
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return;
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}
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LOG_WARNING(HW_GPU, "Flow Stack Removing Failed! Falling back to old method");
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// we can't decompile it, fallback to standard method
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auto info = ScanFlow(program_code, program_size, main_offset, settings);
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auto& shader_info = *info;
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coverage_begin = shader_info.start;
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coverage_end = shader_info.end;
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switch (shader_info.settings.depth) {
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case CompileDepth::FlowStack: {
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for (const auto& block : shader_info.blocks) {
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basic_blocks.insert({block.start, DecodeRange(block.start, block.end + 1)});
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}
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return;
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break;
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}
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LOG_WARNING(HW_GPU, "Flow Analysis Failed! Falling back to brute force compiling");
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// Now we need to deal with an undecompilable shader. We need to brute force
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// a shader that captures every position.
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coverage_begin = main_offset;
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const u32 shader_end = static_cast<u32>(program_size / sizeof(u64));
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coverage_end = shader_end;
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for (u32 label = main_offset; label < shader_end; label++) {
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basic_blocks.insert({label, DecodeRange(label, label + 1)});
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case CompileDepth::NoFlowStack: {
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disable_flow_stack = true;
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const auto insert_block = [this](NodeBlock& nodes, u32 label) {
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if (label == static_cast<u32>(exit_branch)) {
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return;
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}
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basic_blocks.insert({label, nodes});
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};
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const auto& blocks = shader_info.blocks;
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NodeBlock current_block;
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u32 current_label = static_cast<u32>(exit_branch);
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for (auto& block : blocks) {
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if (shader_info.labels.count(block.start) != 0) {
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insert_block(current_block, current_label);
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current_block.clear();
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current_label = block.start;
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}
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if (!block.ignore_branch) {
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DecodeRangeInner(current_block, block.start, block.end);
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InsertControlFlow(current_block, block);
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} else {
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DecodeRangeInner(current_block, block.start, block.end + 1);
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}
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}
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insert_block(current_block, current_label);
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break;
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}
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case CompileDepth::DecompileBackwards:
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case CompileDepth::FullDecompile: {
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program_manager = std::move(shader_info.manager);
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disable_flow_stack = true;
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decompiled = true;
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ASTDecoder decoder{*this};
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ASTNode program = GetASTProgram();
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decoder.Visit(program);
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break;
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}
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default:
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LOG_CRITICAL(HW_GPU, "Unknown decompilation mode!");
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[[fallthrough]];
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case CompileDepth::BruteForce: {
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coverage_begin = main_offset;
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const u32 shader_end = static_cast<u32>(program_size / sizeof(u64));
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coverage_end = shader_end;
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for (u32 label = main_offset; label < shader_end; label++) {
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basic_blocks.insert({label, DecodeRange(label, label + 1)});
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}
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break;
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}
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}
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if (settings.depth != shader_info.settings.depth) {
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LOG_WARNING(
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HW_GPU, "Decompiling to this setting \"{}\" failed, downgrading to this setting \"{}\"",
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CompileDepthAsString(settings.depth), CompileDepthAsString(shader_info.settings.depth));
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}
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}
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