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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namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
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{
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class Operation : INode
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{
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public Instruction Inst { get; private set; }
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private Operand _dest;
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public Operand Dest
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{
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get => _dest;
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set => _dest = AssignDest(value);
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}
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private Operand[] _sources;
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public int SourcesCount => _sources.Length;
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public int ComponentIndex { get; }
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public Operation(Instruction inst, Operand dest, params Operand[] sources)
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{
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Inst = inst;
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Dest = dest;
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2019-07-02 02:39:22 +00:00
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// The array may be modified externally, so we store a copy.
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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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_sources = (Operand[])sources.Clone();
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for (int index = 0; index < _sources.Length; index++)
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{
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Operand source = _sources[index];
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if (source.Type == OperandType.LocalVariable)
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{
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source.UseOps.Add(this);
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}
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}
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}
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public Operation(
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Instruction inst,
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int compIndex,
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Operand dest,
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params Operand[] sources) : this(inst, dest, sources)
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{
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ComponentIndex = compIndex;
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}
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private Operand AssignDest(Operand dest)
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{
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if (dest != null && dest.Type == OperandType.LocalVariable)
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{
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dest.AsgOp = this;
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}
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return dest;
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}
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public Operand GetSource(int index)
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{
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return _sources[index];
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}
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public void SetSource(int index, Operand source)
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{
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Operand oldSrc = _sources[index];
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if (oldSrc != null && oldSrc.Type == OperandType.LocalVariable)
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{
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oldSrc.UseOps.Remove(this);
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}
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if (source.Type == OperandType.LocalVariable)
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{
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source.UseOps.Add(this);
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}
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_sources[index] = source;
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}
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public void TurnIntoCopy(Operand source)
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{
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Inst = Instruction.Copy;
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foreach (Operand oldSrc in _sources)
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{
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if (oldSrc.Type == OperandType.LocalVariable)
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{
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oldSrc.UseOps.Remove(this);
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}
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}
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if (source.Type == OperandType.LocalVariable)
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{
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source.UseOps.Add(this);
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}
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_sources = new Operand[] { source };
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}
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}
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}
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