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
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System.Collections.Generic;
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using System.Linq;
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namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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static class Optimizer
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{
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public static void Optimize(BasicBlock[] blocks)
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{
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bool modified;
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do
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{
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modified = false;
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for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
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{
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BasicBlock block = blocks[blkIndex];
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LinkedListNode<INode> node = block.Operations.First;
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while (node != null)
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{
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LinkedListNode<INode> nextNode = node.Next;
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bool isUnused = IsUnused(node.Value);
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if (!(node.Value is Operation operation) || isUnused)
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{
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if (isUnused)
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{
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RemoveNode(block, node);
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modified = true;
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}
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node = nextNode;
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continue;
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}
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ConstantFolding.Fold(operation);
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Simplification.Simplify(operation);
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if (DestIsLocalVar(operation))
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{
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if (operation.Inst == Instruction.Copy)
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{
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PropagateCopy(operation);
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RemoveNode(block, node);
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modified = true;
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}
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else if (operation.Inst == Instruction.PackHalf2x16 && PropagatePack(operation))
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{
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if (operation.Dest.UseOps.Count == 0)
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{
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RemoveNode(block, node);
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}
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modified = true;
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}
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}
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node = nextNode;
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}
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if (BranchElimination.Eliminate(block))
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{
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RemoveNode(block, block.Operations.Last);
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modified = true;
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}
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}
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}
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while (modified);
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}
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private static void PropagateCopy(Operation copyOp)
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{
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2019-07-02 02:39:22 +00:00
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// Propagate copy source operand to all uses of
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// the destination operand.
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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
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Operand dest = copyOp.Dest;
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Operand src = copyOp.GetSource(0);
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INode[] uses = dest.UseOps.ToArray();
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foreach (INode useNode in uses)
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{
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for (int index = 0; index < useNode.SourcesCount; index++)
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{
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if (useNode.GetSource(index) == dest)
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{
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useNode.SetSource(index, src);
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}
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}
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}
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}
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private static bool PropagatePack(Operation packOp)
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{
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2019-07-02 02:39:22 +00:00
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// Propagate pack source operands to uses by unpack
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// instruction. The source depends on the unpack instruction.
|
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
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bool modified = false;
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Operand dest = packOp.Dest;
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Operand src0 = packOp.GetSource(0);
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Operand src1 = packOp.GetSource(1);
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INode[] uses = dest.UseOps.ToArray();
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foreach (INode useNode in uses)
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{
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if (!(useNode is Operation operation) || operation.Inst != Instruction.UnpackHalf2x16)
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{
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continue;
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}
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if (operation.GetSource(0) == dest)
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{
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operation.TurnIntoCopy(operation.ComponentIndex == 1 ? src1 : src0);
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modified = true;
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}
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}
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return modified;
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}
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private static void RemoveNode(BasicBlock block, LinkedListNode<INode> llNode)
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{
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2019-07-02 02:39:22 +00:00
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// Remove a node from the nodes list, and also remove itself
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// from all the use lists on the operands that this node uses.
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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
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block.Operations.Remove(llNode);
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Queue<INode> nodes = new Queue<INode>();
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nodes.Enqueue(llNode.Value);
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while (nodes.TryDequeue(out INode node))
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{
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for (int index = 0; index < node.SourcesCount; index++)
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{
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Operand src = node.GetSource(index);
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if (src.Type != OperandType.LocalVariable)
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{
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continue;
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}
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if (src.UseOps.Remove(node) && src.UseOps.Count == 0)
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{
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nodes.Enqueue(src.AsgOp);
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}
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}
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}
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}
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private static bool IsUnused(INode node)
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{
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return DestIsLocalVar(node) && node.Dest.UseOps.Count == 0;
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}
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private static bool DestIsLocalVar(INode node)
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{
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return node.Dest != null && node.Dest.Type == OperandType.LocalVariable;
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}
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}
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}
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