shader: Initial implementation of an AST

This commit is contained in:
ReinUsesLisp 2021-02-11 16:39:06 -03:00 committed by ameerj
parent 2930dccecc
commit 9170200a11
33 changed files with 1347 additions and 591 deletions

View file

@ -28,7 +28,7 @@ void SHL(TranslatorVisitor& v, u64 insn, const IR::U32& unsafe_shift) {
IR::U32 result;
if (shl.w != 0) {
// When .W is set, the shift value is wrapped
// To emulate this we just have to clamp it ourselves.
// To emulate this we just have to wrap it ourselves.
const IR::U32 shift{v.ir.BitwiseAnd(unsafe_shift, v.ir.Imm32(31))};
result = v.ir.ShiftLeftLogical(base, shift);
} else {

View file

@ -23,14 +23,13 @@ static void Invoke(TranslatorVisitor& visitor, Location pc, u64 insn) {
}
}
IR::Block Translate(ObjectPool<IR::Inst>& inst_pool, Environment& env,
const Flow::Block& flow_block) {
IR::Block block{inst_pool, flow_block.begin.Offset(), flow_block.end.Offset()};
TranslatorVisitor visitor{env, block};
const Location pc_end{flow_block.end};
Location pc{flow_block.begin};
while (pc != pc_end) {
void Translate(Environment& env, IR::Block* block) {
if (block->IsVirtual()) {
return;
}
TranslatorVisitor visitor{env, *block};
const Location pc_end{block->LocationEnd()};
for (Location pc = block->LocationBegin(); pc != pc_end; ++pc) {
const u64 insn{env.ReadInstruction(pc.Offset())};
const Opcode opcode{Decode(insn)};
switch (opcode) {
@ -43,9 +42,7 @@ IR::Block Translate(ObjectPool<IR::Inst>& inst_pool, Environment& env,
default:
throw LogicError("Invalid opcode {}", opcode);
}
++pc;
}
return block;
}
} // namespace Shader::Maxwell

View file

@ -6,14 +6,9 @@
#include "shader_recompiler/environment.h"
#include "shader_recompiler/frontend/ir/basic_block.h"
#include "shader_recompiler/frontend/ir/microinstruction.h"
#include "shader_recompiler/frontend/maxwell/control_flow.h"
#include "shader_recompiler/frontend/maxwell/location.h"
#include "shader_recompiler/object_pool.h"
namespace Shader::Maxwell {
[[nodiscard]] IR::Block Translate(ObjectPool<IR::Inst>& inst_pool, Environment& env,
const Flow::Block& flow_block);
void Translate(Environment& env, IR::Block* block);
} // namespace Shader::Maxwell