Ryujinx/Ryujinx.Graphics.Shader/StructuredIr/GotoElimination.cs

459 lines
14 KiB
C#
Raw Normal View History

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
2019-04-17 23:57:08 +00:00
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using System;
using System.Collections.Generic;
using static Ryujinx.Graphics.Shader.StructuredIr.AstHelper;
namespace Ryujinx.Graphics.Shader.StructuredIr
{
static class GotoElimination
{
// This is a modified version of the algorithm presented on the paper
// "Taming Control Flow: A Structured Approach to Eliminating Goto Statements".
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
2019-04-17 23:57:08 +00:00
public static void Eliminate(GotoStatement[] gotos)
{
for (int index = gotos.Length - 1; index >= 0; index--)
{
GotoStatement stmt = gotos[index];
AstBlock gBlock = ParentBlock(stmt.Goto);
AstBlock lBlock = ParentBlock(stmt.Label);
int gLevel = Level(gBlock);
int lLevel = Level(lBlock);
if (IndirectlyRelated(gBlock, lBlock, gLevel, lLevel))
{
AstBlock drBlock = gBlock;
int drLevel = gLevel;
do
{
drBlock = drBlock.Parent;
drLevel--;
}
while (!DirectlyRelated(drBlock, lBlock, drLevel, lLevel));
MoveOutward(stmt, gLevel, drLevel);
gBlock = drBlock;
gLevel = drLevel;
if (Previous(stmt.Goto) is AstBlock elseBlock && elseBlock.Type == AstBlockType.Else)
{
// It's possible that the label was enclosed inside an else block,
// in this case we need to update the block and level.
// We also need to set the IsLoop for the case when the label is
// now before the goto, due to the newly introduced else block.
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
2019-04-17 23:57:08 +00:00
lBlock = ParentBlock(stmt.Label);
lLevel = Level(lBlock);
if (!IndirectlyRelated(elseBlock, lBlock, gLevel + 1, lLevel))
{
stmt.IsLoop = true;
}
}
}
if (DirectlyRelated(gBlock, lBlock, gLevel, lLevel))
{
if (gLevel > lLevel)
{
MoveOutward(stmt, gLevel, lLevel);
}
else
{
if (stmt.IsLoop)
{
Lift(stmt);
}
MoveInward(stmt);
}
}
gBlock = ParentBlock(stmt.Goto);
if (stmt.IsLoop)
{
EncloseDoWhile(stmt, gBlock, stmt.Label);
}
else
{
Enclose(gBlock, AstBlockType.If, stmt.Condition, Next(stmt.Goto), stmt.Label);
}
gBlock.Remove(stmt.Goto);
}
}
private static bool IndirectlyRelated(AstBlock lBlock, AstBlock rBlock, int lLevel, int rlevel)
{
return !(lBlock == rBlock || DirectlyRelated(lBlock, rBlock, lLevel, rlevel));
}
private static bool DirectlyRelated(AstBlock lBlock, AstBlock rBlock, int lLevel, int rLevel)
{
// If the levels are equal, they can be either siblings or indirectly related.
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
2019-04-17 23:57:08 +00:00
if (lLevel == rLevel)
{
return false;
}
IAstNode block;
IAstNode other;
int blockLvl, otherLvl;
if (lLevel > rLevel)
{
block = lBlock;
blockLvl = lLevel;
other = rBlock;
otherLvl = rLevel;
}
else /* if (rLevel > lLevel) */
{
block = rBlock;
blockLvl = rLevel;
other = lBlock;
otherLvl = lLevel;
}
while (blockLvl >= otherLvl)
{
if (block == other)
{
return true;
}
block = block.Parent;
blockLvl--;
}
return false;
}
private static void Lift(GotoStatement stmt)
{
AstBlock block = ParentBlock(stmt.Goto);
AstBlock[] path = BackwardsPath(block, ParentBlock(stmt.Label));
AstBlock loopFirstStmt = path[path.Length - 1];
if (loopFirstStmt.Type == AstBlockType.Else)
{
loopFirstStmt = Previous(loopFirstStmt) as AstBlock;
if (loopFirstStmt == null || loopFirstStmt.Type != AstBlockType.If)
{
throw new InvalidOperationException("Found an else without a matching if.");
}
}
AstBlock newBlock = EncloseDoWhile(stmt, block, loopFirstStmt);
block.Remove(stmt.Goto);
newBlock.AddFirst(stmt.Goto);
stmt.IsLoop = false;
}
private static void MoveOutward(GotoStatement stmt, int gLevel, int lLevel)
{
AstBlock origin = ParentBlock(stmt.Goto);
AstBlock block = origin;
// Check if a loop is enclosing the goto, and the block that is
// directly related to the label is above the loop block.
// In that case, we need to introduce a break to get out of the loop.
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
2019-04-17 23:57:08 +00:00
AstBlock loopBlock = origin;
int loopLevel = gLevel;
while (loopLevel > lLevel)
{
AstBlock child = loopBlock;
loopBlock = loopBlock.Parent;
loopLevel--;
if (child.Type == AstBlockType.DoWhile)
{
EncloseSingleInst(stmt, Instruction.LoopBreak);
block.Remove(stmt.Goto);
loopBlock.AddAfter(child, stmt.Goto);
block = loopBlock;
gLevel = loopLevel;
}
}
// Insert ifs to skip the parts that shouldn't be executed due to the goto.
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
2019-04-17 23:57:08 +00:00
bool tryInsertElse = stmt.IsUnconditional && origin.Type == AstBlockType.If;
while (gLevel > lLevel)
{
Enclose(block, AstBlockType.If, stmt.Condition, Next(stmt.Goto));
block.Remove(stmt.Goto);
AstBlock child = block;
// We can't move the goto in the middle of a if and a else block, in
// this case we need to move it after the else.
// IsLoop may need to be updated if the label is inside the else, as
// introducing a loop is the only way to ensure the else will be executed.
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
2019-04-17 23:57:08 +00:00
if (Next(child) is AstBlock elseBlock && elseBlock.Type == AstBlockType.Else)
{
child = elseBlock;
}
block = block.Parent;
block.AddAfter(child, stmt.Goto);
gLevel--;
if (tryInsertElse && child == origin)
{
AstBlock lBlock = ParentBlock(stmt.Label);
IAstNode last = block == lBlock && !stmt.IsLoop ? stmt.Label : null;
AstBlock newBlock = Enclose(block, AstBlockType.Else, null, Next(stmt.Goto), last);
if (newBlock != null)
{
block.Remove(stmt.Goto);
block.AddAfter(newBlock, stmt.Goto);
}
}
}
}
private static void MoveInward(GotoStatement stmt)
{
AstBlock block = ParentBlock(stmt.Goto);
AstBlock[] path = BackwardsPath(block, ParentBlock(stmt.Label));
for (int index = path.Length - 1; index >= 0; index--)
{
AstBlock child = path[index];
AstBlock last = child;
if (child.Type == AstBlockType.If)
{
// Modify the if condition to allow it to be entered by the goto.
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
2019-04-17 23:57:08 +00:00
if (!ContainsCondComb(child.Condition, Instruction.LogicalOr, stmt.Condition))
{
child.OrCondition(stmt.Condition);
}
}
else if (child.Type == AstBlockType.Else)
{
// Modify the matching if condition to force the else to be entered by the goto.
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
2019-04-17 23:57:08 +00:00
if (!(Previous(child) is AstBlock ifBlock) || ifBlock.Type != AstBlockType.If)
{
throw new InvalidOperationException("Found an else without a matching if.");
}
IAstNode cond = InverseCond(stmt.Condition);
if (!ContainsCondComb(ifBlock.Condition, Instruction.LogicalAnd, cond))
{
ifBlock.AndCondition(cond);
}
last = ifBlock;
}
Enclose(block, AstBlockType.If, stmt.Condition, Next(stmt.Goto), last);
block.Remove(stmt.Goto);
child.AddFirst(stmt.Goto);
block = child;
}
}
private static bool ContainsCondComb(IAstNode node, Instruction inst, IAstNode newCond)
{
while (node is AstOperation operation && operation.SourcesCount == 2)
{
if (operation.Inst == inst && IsSameCond(operation.GetSource(1), newCond))
{
return true;
}
node = operation.GetSource(0);
}
return false;
}
private static AstBlock EncloseDoWhile(GotoStatement stmt, AstBlock block, IAstNode first)
{
if (block.Type == AstBlockType.DoWhile && first == block.First)
{
// We only need to insert the continue if we're not at the end of the loop,
// or if our condition is different from the loop condition.
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
2019-04-17 23:57:08 +00:00
if (Next(stmt.Goto) != null || block.Condition != stmt.Condition)
{
EncloseSingleInst(stmt, Instruction.LoopContinue);
}
// Modify the do-while condition to allow it to continue.
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
2019-04-17 23:57:08 +00:00
if (!ContainsCondComb(block.Condition, Instruction.LogicalOr, stmt.Condition))
{
block.OrCondition(stmt.Condition);
}
return block;
}
return Enclose(block, AstBlockType.DoWhile, stmt.Condition, first, stmt.Goto);
}
private static void EncloseSingleInst(GotoStatement stmt, Instruction inst)
{
AstBlock block = ParentBlock(stmt.Goto);
AstBlock newBlock = new AstBlock(AstBlockType.If, stmt.Condition);
block.AddAfter(stmt.Goto, newBlock);
newBlock.AddFirst(new AstOperation(inst));
}
private static AstBlock Enclose(
AstBlock block,
AstBlockType type,
IAstNode cond,
IAstNode first,
IAstNode last = null)
{
if (first == last)
{
return null;
}
if (type == AstBlockType.If)
{
cond = InverseCond(cond);
}
// Do a quick check, if we are enclosing a single block,
// and the block type/condition matches the one we're going
// to create, then we don't need a new block, we can just
// return the old one.
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
2019-04-17 23:57:08 +00:00
bool hasSingleNode = Next(first) == last;
if (hasSingleNode && BlockMatches(first, type, cond))
{
return first as AstBlock;
}
AstBlock newBlock = new AstBlock(type, cond);
block.AddBefore(first, newBlock);
while (first != last)
{
IAstNode next = Next(first);
block.Remove(first);
newBlock.Add(first);
first = next;
}
return newBlock;
}
private static bool BlockMatches(IAstNode node, AstBlockType type, IAstNode cond)
{
if (!(node is AstBlock block))
{
return false;
}
return block.Type == type && IsSameCond(block.Condition, cond);
}
private static bool IsSameCond(IAstNode lCond, IAstNode rCond)
{
if (lCond is AstOperation lCondOp && lCondOp.Inst == Instruction.LogicalNot)
{
if (!(rCond is AstOperation rCondOp) || rCondOp.Inst != lCondOp.Inst)
{
return false;
}
lCond = lCondOp.GetSource(0);
rCond = rCondOp.GetSource(0);
}
return lCond == rCond;
}
private static AstBlock ParentBlock(IAstNode node)
{
if (node is AstBlock block)
{
return block.Parent;
}
while (!(node is AstBlock))
{
node = node.Parent;
}
return node as AstBlock;
}
private static AstBlock[] BackwardsPath(AstBlock top, AstBlock bottom)
{
AstBlock block = bottom;
List<AstBlock> path = new List<AstBlock>();
while (block != top)
{
path.Add(block);
block = block.Parent;
}
return path.ToArray();
}
private static int Level(IAstNode node)
{
int level = 0;
while (node != null)
{
level++;
node = node.Parent;
}
return level;
}
}
}