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 System.Collections.Generic;
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namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
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{
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class BasicBlock
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{
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public int Index { get; set; }
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public LinkedList<INode> Operations { get; }
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private BasicBlock _next;
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private BasicBlock _branch;
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public BasicBlock Next
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{
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get => _next;
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set => _next = AddSuccessor(_next, value);
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}
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public BasicBlock Branch
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{
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get => _branch;
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set => _branch = AddSuccessor(_branch, value);
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}
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public bool HasBranch => _branch != null;
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2020-10-25 20:00:44 +00:00
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public bool Reachable => Index == 0 || Predecessors.Count != 0;
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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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public List<BasicBlock> Predecessors { get; }
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public HashSet<BasicBlock> DominanceFrontiers { get; }
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public BasicBlock ImmediateDominator { get; set; }
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public BasicBlock()
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{
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Operations = new LinkedList<INode>();
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Predecessors = new List<BasicBlock>();
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DominanceFrontiers = new HashSet<BasicBlock>();
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}
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public BasicBlock(int index) : this()
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{
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Index = index;
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}
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private BasicBlock AddSuccessor(BasicBlock oldBlock, BasicBlock newBlock)
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{
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oldBlock?.Predecessors.Remove(this);
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newBlock?.Predecessors.Add(this);
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return newBlock;
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}
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public INode GetLastOp()
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{
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return Operations.Last?.Value;
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}
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}
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}
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