ryujinx/Ryujinx.Graphics/Shader/Translation/Optimizations/Simplification.cs

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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
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
namespace Ryujinx.Graphics.Shader.Translation.Optimizations
{
static class Simplification
{
private const int AllOnes = ~0;
public static void Simplify(Operation operation)
{
switch (operation.Inst)
{
case Instruction.Add:
case Instruction.BitwiseExclusiveOr:
TryEliminateBinaryOpComutative(operation, 0);
break;
case Instruction.BitwiseAnd:
TryEliminateBitwiseAnd(operation);
break;
case Instruction.BitwiseOr:
TryEliminateBitwiseOr(operation);
break;
case Instruction.ConditionalSelect:
TryEliminateConditionalSelect(operation);
break;
case Instruction.Divide:
TryEliminateBinaryOpY(operation, 1);
break;
case Instruction.Multiply:
TryEliminateBinaryOpComutative(operation, 1);
break;
case Instruction.ShiftLeft:
case Instruction.ShiftRightS32:
case Instruction.ShiftRightU32:
case Instruction.Subtract:
TryEliminateBinaryOpY(operation, 0);
break;
}
}
private static void TryEliminateBitwiseAnd(Operation operation)
{
//Try to recognize and optimize those 3 patterns (in order):
//x & 0xFFFFFFFF == x, 0xFFFFFFFF & y == y,
//x & 0x00000000 == 0x00000000, 0x00000000 & y == 0x00000000
Operand x = operation.GetSource(0);
Operand y = operation.GetSource(1);
if (IsConstEqual(x, AllOnes))
{
operation.TurnIntoCopy(y);
}
else if (IsConstEqual(y, AllOnes))
{
operation.TurnIntoCopy(x);
}
else if (IsConstEqual(x, 0) || IsConstEqual(y, 0))
{
operation.TurnIntoCopy(Const(0));
}
}
private static void TryEliminateBitwiseOr(Operation operation)
{
//Try to recognize and optimize those 3 patterns (in order):
//x | 0x00000000 == x, 0x00000000 | y == y,
//x | 0xFFFFFFFF == 0xFFFFFFFF, 0xFFFFFFFF | y == 0xFFFFFFFF
Operand x = operation.GetSource(0);
Operand y = operation.GetSource(1);
if (IsConstEqual(x, 0))
{
operation.TurnIntoCopy(y);
}
else if (IsConstEqual(y, 0))
{
operation.TurnIntoCopy(x);
}
else if (IsConstEqual(x, AllOnes) || IsConstEqual(y, AllOnes))
{
operation.TurnIntoCopy(Const(AllOnes));
}
}
private static void TryEliminateBinaryOpY(Operation operation, int comparand)
{
Operand x = operation.GetSource(0);
Operand y = operation.GetSource(1);
if (IsConstEqual(y, comparand))
{
operation.TurnIntoCopy(x);
}
}
private static void TryEliminateBinaryOpComutative(Operation operation, int comparand)
{
Operand x = operation.GetSource(0);
Operand y = operation.GetSource(1);
if (IsConstEqual(x, comparand))
{
operation.TurnIntoCopy(y);
}
else if (IsConstEqual(y, comparand))
{
operation.TurnIntoCopy(x);
}
}
private static void TryEliminateConditionalSelect(Operation operation)
{
Operand cond = operation.GetSource(0);
if (cond.Type != OperandType.Constant)
{
return;
}
//The condition is constant, we can turn it into a copy, and select
//the source based on the condition value.
int srcIndex = cond.Value != 0 ? 1 : 2;
Operand source = operation.GetSource(srcIndex);
operation.TurnIntoCopy(source);
}
private static bool IsConstEqual(Operand operand, int comparand)
{
if (operand.Type != OperandType.Constant)
{
return false;
}
return operand.Value == comparand;
}
}
}