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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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using static Ryujinx.Graphics.Shader.StructuredIr.AstHelper;
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namespace Ryujinx.Graphics.Shader.StructuredIr
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{
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class AstBlock : AstNode, IEnumerable<IAstNode>
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{
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public AstBlockType Type { get; private set; }
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private IAstNode _condition;
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public IAstNode Condition
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{
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get
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{
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return _condition;
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}
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set
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{
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RemoveUse(_condition, this);
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AddUse(value, this);
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_condition = value;
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}
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}
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private LinkedList<IAstNode> _nodes;
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public IAstNode First => _nodes.First?.Value;
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2021-08-12 06:09:56 +00:00
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public IAstNode Last => _nodes.Last?.Value;
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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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public int Count => _nodes.Count;
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public AstBlock(AstBlockType type, IAstNode condition = null)
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{
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Type = type;
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Condition = condition;
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_nodes = new LinkedList<IAstNode>();
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}
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public void Add(IAstNode node)
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{
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Add(node, _nodes.AddLast(node));
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}
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public void AddFirst(IAstNode node)
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{
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Add(node, _nodes.AddFirst(node));
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}
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public void AddBefore(IAstNode next, IAstNode node)
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{
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Add(node, _nodes.AddBefore(next.LLNode, node));
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}
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public void AddAfter(IAstNode prev, IAstNode node)
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{
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Add(node, _nodes.AddAfter(prev.LLNode, node));
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}
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private void Add(IAstNode node, LinkedListNode<IAstNode> newNode)
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{
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if (node.Parent != null)
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{
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throw new ArgumentException("Node already belongs to a block.");
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}
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node.Parent = this;
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node.LLNode = newNode;
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}
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public void Remove(IAstNode node)
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{
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_nodes.Remove(node.LLNode);
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node.Parent = null;
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node.LLNode = null;
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}
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public void AndCondition(IAstNode cond)
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{
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Condition = new AstOperation(Instruction.LogicalAnd, Condition, cond);
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}
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public void OrCondition(IAstNode cond)
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{
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Condition = new AstOperation(Instruction.LogicalOr, Condition, cond);
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}
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public void TurnIntoIf(IAstNode cond)
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{
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Condition = cond;
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Type = AstBlockType.If;
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}
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public void TurnIntoElseIf()
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{
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Type = AstBlockType.ElseIf;
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}
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public IEnumerator<IAstNode> GetEnumerator()
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{
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return _nodes.GetEnumerator();
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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}
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}
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