366 lines
12 KiB
C#
366 lines
12 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Ryujinx.Graphics.Gal.Shader
|
|
{
|
|
static class ShaderOptExprProp
|
|
{
|
|
private struct UseSite
|
|
{
|
|
public ShaderIrNode Parent { get; private set; }
|
|
public ShaderIrCond Cond { get; private set; }
|
|
|
|
public int UseIndex { get; private set; }
|
|
|
|
public int OperIndex { get; private set; }
|
|
|
|
public UseSite(
|
|
ShaderIrNode Parent,
|
|
ShaderIrCond Cond,
|
|
int UseIndex,
|
|
int OperIndex)
|
|
{
|
|
this.Parent = Parent;
|
|
this.Cond = Cond;
|
|
this.UseIndex = UseIndex;
|
|
this.OperIndex = OperIndex;
|
|
}
|
|
}
|
|
|
|
private class RegUse
|
|
{
|
|
public ShaderIrAsg Asg { get; private set; }
|
|
|
|
public int AsgIndex { get; private set; }
|
|
|
|
public int LastSiteIndex { get; private set; }
|
|
|
|
public ShaderIrCond Cond { get; private set; }
|
|
|
|
private List<UseSite> Sites;
|
|
|
|
public RegUse()
|
|
{
|
|
Sites = new List<UseSite>();
|
|
}
|
|
|
|
public void AddUseSite(UseSite Site)
|
|
{
|
|
if (LastSiteIndex < Site.UseIndex)
|
|
{
|
|
LastSiteIndex = Site.UseIndex;
|
|
}
|
|
|
|
Sites.Add(Site);
|
|
}
|
|
|
|
public bool TryPropagate()
|
|
{
|
|
//This happens when a untiliazied register is used,
|
|
//this usually indicates a decoding error, but may also
|
|
//be caused by bogus programs (?). In any case, we just
|
|
//keep the unitialized access and avoid trying to propagate
|
|
//the expression (since we can't propagate what doesn't yet exist).
|
|
if (Asg == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (Cond != null)
|
|
{
|
|
//If the assignment is conditional, we can only propagate
|
|
//to the use sites that shares the same condition of the assignment.
|
|
foreach (UseSite Site in Sites)
|
|
{
|
|
if (!IsSameCondition(Cond, Site.Cond))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (Sites.Count > 0)
|
|
{
|
|
foreach (UseSite Site in Sites)
|
|
{
|
|
if (Site.Parent is ShaderIrCond Cond)
|
|
{
|
|
switch (Site.OperIndex)
|
|
{
|
|
case 0: Cond.Pred = Asg.Src; break;
|
|
case 1: Cond.Child = Asg.Src; break;
|
|
|
|
default: throw new InvalidOperationException();
|
|
}
|
|
}
|
|
else if (Site.Parent is ShaderIrOp Op)
|
|
{
|
|
switch (Site.OperIndex)
|
|
{
|
|
case 0: Op.OperandA = Asg.Src; break;
|
|
case 1: Op.OperandB = Asg.Src; break;
|
|
case 2: Op.OperandC = Asg.Src; break;
|
|
|
|
default: throw new InvalidOperationException();
|
|
}
|
|
}
|
|
else if (Site.Parent is ShaderIrAsg SiteAsg)
|
|
{
|
|
SiteAsg.Src = Asg.Src;
|
|
}
|
|
else
|
|
{
|
|
throw new InvalidOperationException();
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public void SetNewAsg(ShaderIrAsg Asg, int AsgIndex, ShaderIrCond Cond)
|
|
{
|
|
this.Asg = Asg;
|
|
this.AsgIndex = AsgIndex;
|
|
this.Cond = Cond;
|
|
|
|
LastSiteIndex = 0;
|
|
|
|
Sites.Clear();
|
|
}
|
|
}
|
|
|
|
public static void Optimize(List<ShaderIrNode> Nodes, GalShaderType ShaderType)
|
|
{
|
|
Dictionary<int, RegUse> Uses = new Dictionary<int, RegUse>();
|
|
|
|
RegUse GetUse(int Key)
|
|
{
|
|
RegUse Use;
|
|
|
|
if (!Uses.TryGetValue(Key, out Use))
|
|
{
|
|
Use = new RegUse();
|
|
|
|
Uses.Add(Key, Use);
|
|
}
|
|
|
|
return Use;
|
|
}
|
|
|
|
int GetGprKey(int GprIndex)
|
|
{
|
|
return GprIndex;
|
|
}
|
|
|
|
int GetPredKey(int PredIndex)
|
|
{
|
|
return PredIndex | 0x10000000;
|
|
}
|
|
|
|
RegUse GetGprUse(int GprIndex)
|
|
{
|
|
return GetUse(GetGprKey(GprIndex));
|
|
}
|
|
|
|
RegUse GetPredUse(int PredIndex)
|
|
{
|
|
return GetUse(GetPredKey(PredIndex));
|
|
}
|
|
|
|
void RemoveUse(RegUse Use)
|
|
{
|
|
if (!Nodes.Remove((ShaderIrNode)Use.Cond ?? Use.Asg))
|
|
{
|
|
throw new InvalidOperationException();
|
|
}
|
|
}
|
|
|
|
void FindRegUses(
|
|
List<(int, UseSite)> UseList,
|
|
ShaderIrNode Parent,
|
|
ShaderIrNode Node,
|
|
ShaderIrCond CondNode,
|
|
int UseIndex,
|
|
int OperIndex = 0)
|
|
{
|
|
if (Node is ShaderIrAsg Asg)
|
|
{
|
|
FindRegUses(UseList, Asg, Asg.Src, CondNode, UseIndex);
|
|
}
|
|
else if (Node is ShaderIrCond Cond)
|
|
{
|
|
FindRegUses(UseList, Cond, Cond.Pred, CondNode, UseIndex, 0);
|
|
FindRegUses(UseList, Cond, Cond.Child, CondNode, UseIndex, 1);
|
|
}
|
|
else if (Node is ShaderIrOp Op)
|
|
{
|
|
FindRegUses(UseList, Op, Op.OperandA, CondNode, UseIndex, 0);
|
|
FindRegUses(UseList, Op, Op.OperandB, CondNode, UseIndex, 1);
|
|
FindRegUses(UseList, Op, Op.OperandC, CondNode, UseIndex, 2);
|
|
}
|
|
else if (Node is ShaderIrOperGpr Gpr && !Gpr.IsConst)
|
|
{
|
|
UseList.Add((GetGprKey(Gpr.Index), new UseSite(Parent, CondNode, UseIndex, OperIndex)));
|
|
}
|
|
else if (Node is ShaderIrOperPred Pred)
|
|
{
|
|
UseList.Add((GetPredKey(Pred.Index), new UseSite(Parent, CondNode, UseIndex, OperIndex)));
|
|
}
|
|
}
|
|
|
|
void TryAddRegUseSite(ShaderIrNode Node, ShaderIrCond CondNode, int UseIndex)
|
|
{
|
|
List<(int, UseSite)> UseList = new List<(int, UseSite)>();
|
|
|
|
FindRegUses(UseList, null, Node, CondNode, UseIndex);
|
|
|
|
foreach ((int Key, UseSite Site) in UseList)
|
|
{
|
|
GetUse(Key).AddUseSite(Site);
|
|
}
|
|
}
|
|
|
|
bool TryPropagate(RegUse Use)
|
|
{
|
|
//We can only propagate if the registers that the expression depends
|
|
//on weren't assigned after the original expression assignment
|
|
//to a register took place. We traverse the expression tree to find
|
|
//all registers being used, if any of those registers was assigned
|
|
//after the assignment to be propagated, then we can't propagate.
|
|
if (Use?.Asg == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
List<(int, UseSite)> UseList = new List<(int, UseSite)>();
|
|
|
|
if (Use.Cond != null)
|
|
{
|
|
FindRegUses(UseList, null, Use.Cond, null, 0);
|
|
}
|
|
else
|
|
{
|
|
FindRegUses(UseList, Use.Asg, Use.Asg.Src, null, 0);
|
|
}
|
|
|
|
foreach ((int Key, UseSite Site) in UseList)
|
|
{
|
|
//TODO: Build an assignment list inside RegUse,
|
|
//and check if there is an assignment inside the
|
|
//range of Use.AsgIndex and Use.LastSiteIndex,
|
|
//and if that's the case, then we should return false.
|
|
//The current method is too conservative.
|
|
if (GetUse(Key).AsgIndex >= Use.AsgIndex)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return Use.TryPropagate();
|
|
}
|
|
|
|
for (int Index = 0, IterCount = 0; Index < Nodes.Count; Index++, IterCount++)
|
|
{
|
|
ShaderIrNode Node = Nodes[Index];
|
|
|
|
ShaderIrCond CondNode = null;
|
|
|
|
if (Node is ShaderIrCond)
|
|
{
|
|
CondNode = (ShaderIrCond)Node;
|
|
}
|
|
|
|
TryAddRegUseSite(Node, CondNode, IterCount);;
|
|
|
|
while (Node is ShaderIrCond Cond)
|
|
{
|
|
Node = Cond.Child;
|
|
}
|
|
|
|
if (!(Node is ShaderIrAsg Asg))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
RegUse Use = null;
|
|
|
|
if (Asg.Dst is ShaderIrOperGpr Gpr && !Gpr.IsConst)
|
|
{
|
|
Use = GetGprUse(Gpr.Index);
|
|
}
|
|
else if (Asg.Dst is ShaderIrOperPred Pred)
|
|
{
|
|
Use = GetPredUse(Pred.Index);
|
|
}
|
|
|
|
bool CanRemoveAsg = CondNode == null;
|
|
|
|
CanRemoveAsg |= IsSameCondition(CondNode, Use?.Cond);
|
|
|
|
if (CanRemoveAsg && TryPropagate(Use))
|
|
{
|
|
RemoveUse(Use);
|
|
|
|
//Note: Only decrement if the removal was successful.
|
|
//RemoveUse throws when this is not the case so we should be good.
|
|
Index--;
|
|
}
|
|
|
|
//All nodes inside conditional nodes can't be propagated,
|
|
//as we don't even know if they will be executed to begin with.
|
|
Use?.SetNewAsg(Asg, IterCount, CondNode);
|
|
}
|
|
|
|
foreach (RegUse Use in Uses.Values)
|
|
{
|
|
//Gprs 0-3 are the color output on fragment shaders,
|
|
//so we can't remove the last assignments to those registers.
|
|
if (ShaderType == GalShaderType.Fragment)
|
|
{
|
|
if (Use.Asg?.Dst is ShaderIrOperGpr Gpr && Gpr.Index < 4)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (TryPropagate(Use))
|
|
{
|
|
RemoveUse(Use);
|
|
}
|
|
}
|
|
}
|
|
|
|
private static bool IsSameCondition(ShaderIrCond CondA, ShaderIrCond CondB)
|
|
{
|
|
if (CondA == null || CondB == null)
|
|
{
|
|
return CondA == CondB;
|
|
}
|
|
|
|
if (CondA.Not != CondB.Not)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (CondA.Pred is ShaderIrOperPred PredA)
|
|
{
|
|
if (!(CondB.Pred is ShaderIrOperPred PredB))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (PredA.Index != PredB.Index)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else if (CondA.Pred != CondB.Pred)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
} |