1f554c1093
* Renaming part 1 * Renaming part 2 * Renaming part 3 * Renaming part 4 * Renaming part 5 * Renaming part 6 * Renaming part 7 * Renaming part 8 * Renaming part 9 * Renaming part 10 * General cleanup * Thought I got all of these * Apply #595 * Additional renaming * Tweaks from feedback * Rename files
218 lines
6.8 KiB
C#
218 lines
6.8 KiB
C#
using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gal.Shader
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{
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static class ShaderDecoder
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{
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private const long HeaderSize = 0x50;
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private const bool AddDbgComments = true;
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public static ShaderIrBlock[] Decode(IGalMemory memory, long start)
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{
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Dictionary<int, ShaderIrBlock> visited = new Dictionary<int, ShaderIrBlock>();
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Dictionary<int, ShaderIrBlock> visitedEnd = new Dictionary<int, ShaderIrBlock>();
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Queue<ShaderIrBlock> blocks = new Queue<ShaderIrBlock>();
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long beginning = start + HeaderSize;
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ShaderIrBlock Enqueue(int position, ShaderIrBlock source = null)
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{
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if (!visited.TryGetValue(position, out ShaderIrBlock output))
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{
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output = new ShaderIrBlock(position);
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blocks.Enqueue(output);
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visited.Add(position, output);
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}
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if (source != null)
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{
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output.Sources.Add(source);
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}
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return output;
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}
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ShaderIrBlock entry = Enqueue(0);
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while (blocks.Count > 0)
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{
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ShaderIrBlock current = blocks.Dequeue();
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FillBlock(memory, current, beginning);
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//Set child blocks. "Branch" is the block the branch instruction
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//points to (when taken), "Next" is the block at the next address,
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//executed when the branch is not taken. For Unconditional Branches
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//or end of shader, Next is null.
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if (current.Nodes.Count > 0)
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{
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ShaderIrNode lastNode = current.GetLastNode();
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ShaderIrOp innerOp = GetInnermostOp(lastNode);
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if (innerOp?.Inst == ShaderIrInst.Bra)
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{
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int target = ((ShaderIrOperImm)innerOp.OperandA).Value;
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current.Branch = Enqueue(target, current);
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}
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foreach (ShaderIrNode node in current.Nodes)
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{
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innerOp = GetInnermostOp(node);
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if (innerOp is ShaderIrOp currOp && currOp.Inst == ShaderIrInst.Ssy)
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{
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int target = ((ShaderIrOperImm)currOp.OperandA).Value;
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Enqueue(target, current);
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}
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}
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if (NodeHasNext(lastNode))
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{
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current.Next = Enqueue(current.EndPosition);
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}
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}
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//If we have on the graph two blocks with the same end position,
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//then we need to split the bigger block and have two small blocks,
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//the end position of the bigger "Current" block should then be == to
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//the position of the "Smaller" block.
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while (visitedEnd.TryGetValue(current.EndPosition, out ShaderIrBlock smaller))
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{
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if (current.Position > smaller.Position)
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{
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ShaderIrBlock temp = smaller;
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smaller = current;
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current = temp;
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}
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current.EndPosition = smaller.Position;
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current.Next = smaller;
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current.Branch = null;
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current.Nodes.RemoveRange(
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current.Nodes.Count - smaller.Nodes.Count,
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smaller.Nodes.Count);
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visitedEnd[smaller.EndPosition] = smaller;
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}
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visitedEnd.Add(current.EndPosition, current);
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}
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//Make and sort Graph blocks array by position.
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ShaderIrBlock[] graph = new ShaderIrBlock[visited.Count];
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while (visited.Count > 0)
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{
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uint firstPos = uint.MaxValue;
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foreach (ShaderIrBlock block in visited.Values)
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{
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if (firstPos > (uint)block.Position)
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firstPos = (uint)block.Position;
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}
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ShaderIrBlock current = visited[(int)firstPos];
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do
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{
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graph[graph.Length - visited.Count] = current;
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visited.Remove(current.Position);
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current = current.Next;
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}
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while (current != null);
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}
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return graph;
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}
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private static void FillBlock(IGalMemory memory, ShaderIrBlock block, long beginning)
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{
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int position = block.Position;
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do
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{
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//Ignore scheduling instructions, which are written every 32 bytes.
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if ((position & 0x1f) == 0)
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{
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position += 8;
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continue;
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}
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uint word0 = (uint)memory.ReadInt32(position + beginning + 0);
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uint word1 = (uint)memory.ReadInt32(position + beginning + 4);
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position += 8;
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long opCode = word0 | (long)word1 << 32;
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ShaderDecodeFunc decode = ShaderOpCodeTable.GetDecoder(opCode);
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if (AddDbgComments)
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{
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string dbgOpCode = $"0x{(position - 8):x16}: 0x{opCode:x16} ";
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dbgOpCode += (decode?.Method.Name ?? "???");
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if (decode == ShaderDecode.Bra || decode == ShaderDecode.Ssy)
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{
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int offset = ((int)(opCode >> 20) << 8) >> 8;
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long target = position + offset;
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dbgOpCode += " (0x" + target.ToString("x16") + ")";
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}
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block.AddNode(new ShaderIrCmnt(dbgOpCode));
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}
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if (decode == null)
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{
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continue;
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}
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decode(block, opCode, position);
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}
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while (!IsFlowChange(block.GetLastNode()));
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block.EndPosition = position;
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}
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private static bool IsFlowChange(ShaderIrNode node)
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{
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return !NodeHasNext(GetInnermostOp(node));
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}
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private static ShaderIrOp GetInnermostOp(ShaderIrNode node)
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{
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if (node is ShaderIrCond cond)
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{
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node = cond.Child;
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}
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return node is ShaderIrOp op ? op : null;
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}
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private static bool NodeHasNext(ShaderIrNode node)
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{
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if (!(node is ShaderIrOp op))
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{
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return true;
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}
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return op.Inst != ShaderIrInst.Exit &&
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op.Inst != ShaderIrInst.Bra;
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}
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}
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} |