Ryujinx/Ryujinx.Graphics/Shader/Decoders/Block.cs
gdkchan 6b23a2c125 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
2019-04-18 09:57:08 +10:00

117 lines
2.7 KiB
C#

using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Shader.Decoders
{
class Block
{
public ulong Address { get; set; }
public ulong EndAddress { get; set; }
public Block Next { get; set; }
public Block Branch { get; set; }
public List<OpCode> OpCodes { get; }
public List<OpCodeSsy> SsyOpCodes { get; }
public Block(ulong address)
{
Address = address;
OpCodes = new List<OpCode>();
SsyOpCodes = new List<OpCodeSsy>();
}
public void Split(Block rightBlock)
{
int splitIndex = BinarySearch(OpCodes, rightBlock.Address);
if (OpCodes[splitIndex].Address < rightBlock.Address)
{
splitIndex++;
}
int splitCount = OpCodes.Count - splitIndex;
if (splitCount <= 0)
{
throw new ArgumentException("Can't split at right block address.");
}
rightBlock.EndAddress = EndAddress;
rightBlock.Next = Next;
rightBlock.Branch = Branch;
rightBlock.OpCodes.AddRange(OpCodes.GetRange(splitIndex, splitCount));
rightBlock.UpdateSsyOpCodes();
EndAddress = rightBlock.Address;
Next = rightBlock;
Branch = null;
OpCodes.RemoveRange(splitIndex, splitCount);
UpdateSsyOpCodes();
}
private static int BinarySearch(List<OpCode> opCodes, ulong address)
{
int left = 0;
int middle = 0;
int right = opCodes.Count - 1;
while (left <= right)
{
int size = right - left;
middle = left + (size >> 1);
OpCode opCode = opCodes[middle];
if (address == opCode.Address)
{
break;
}
if (address < opCode.Address)
{
right = middle - 1;
}
else
{
left = middle + 1;
}
}
return middle;
}
public OpCode GetLastOp()
{
if (OpCodes.Count != 0)
{
return OpCodes[OpCodes.Count - 1];
}
return null;
}
public void UpdateSsyOpCodes()
{
SsyOpCodes.Clear();
for (int index = 0; index < OpCodes.Count; index++)
{
if (!(OpCodes[index] is OpCodeSsy op))
{
continue;
}
SsyOpCodes.Add(op);
}
}
}
}