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Fix branch with CC and predicate, and a case of SYNC propagation (#967)
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parent
68e15c1a74
commit
54501962f6
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@ -390,7 +390,14 @@ namespace Ryujinx.Graphics.Shader.Decoders
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void Push(PathBlockState pbs)
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void Push(PathBlockState pbs)
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{
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{
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if (pbs.Block == null || visited.Add(pbs.Block))
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// When block is null, this means we are pushing a restore operation.
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// Restore operations are used to undo the work done inside a block
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// when we return from it, for example it pops addresses pushed by
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// SSY/PBK instructions inside the block, and pushes addresses poped
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// by SYNC/BRK.
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// For blocks, if it's already visited, we just ignore to avoid going
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// around in circles and getting stuck here.
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if (pbs.Block == null || !visited.Contains(pbs.Block))
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{
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{
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workQueue.Push(pbs);
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workQueue.Push(pbs);
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}
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}
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@ -409,6 +416,14 @@ namespace Ryujinx.Graphics.Shader.Decoders
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Block current = pbs.Block;
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Block current = pbs.Block;
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// If the block was already processed, we just ignore it, otherwise
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// we would push the same child blocks of an already processed block,
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// and go around in circles until memory is exhausted.
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if (!visited.Add(current))
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{
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continue;
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}
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int pushOpsCount = current.PushOpCodes.Count;
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int pushOpsCount = current.PushOpCodes.Count;
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if (pushOpsCount != 0)
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if (pushOpsCount != 0)
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@ -434,7 +449,9 @@ namespace Ryujinx.Graphics.Shader.Decoders
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}
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}
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else if (current.GetLastOp() is OpCodeBranchIndir brIndir)
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else if (current.GetLastOp() is OpCodeBranchIndir brIndir)
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{
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{
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foreach (Block possibleTarget in brIndir.PossibleTargets)
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// By adding them in descending order (sorted by address), we process the blocks
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// in order (of ascending address), since we work with a LIFO.
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foreach (Block possibleTarget in brIndir.PossibleTargets.OrderByDescending(x => x.Address))
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{
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{
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Push(new PathBlockState(possibleTarget));
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Push(new PathBlockState(possibleTarget));
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}
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}
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@ -453,6 +470,10 @@ namespace Ryujinx.Graphics.Shader.Decoders
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}
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}
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else
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else
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{
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{
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// First we push the target address (this will be used to push the
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// address back into the SSY/PBK stack when we return from that block),
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// then we push the block itself into the work "queue" (well, it's a stack)
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// for processing.
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Push(new PathBlockState(targetAddress));
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Push(new PathBlockState(targetAddress));
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Push(new PathBlockState(blocks[targetAddress]));
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Push(new PathBlockState(blocks[targetAddress]));
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}
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}
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@ -145,10 +145,24 @@ namespace Ryujinx.Graphics.Shader.Instructions
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if (op is OpCodeBranch opBranch && opBranch.Condition != Condition.Always)
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if (op is OpCodeBranch opBranch && opBranch.Condition != Condition.Always)
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{
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{
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pred = context.BitwiseAnd(pred, GetCondition(context, opBranch.Condition));
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Operand cond = GetCondition(context, opBranch.Condition);
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}
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if (op.Predicate.IsPT)
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if (op.Predicate.IsPT)
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{
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pred = cond;
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}
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else if (op.InvertPredicate)
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{
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pred = context.BitwiseAnd(context.BitwiseNot(pred), cond);
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}
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else
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{
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pred = context.BitwiseAnd(pred, cond);
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}
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context.BranchIfTrue(label, pred);
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}
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else if (op.Predicate.IsPT)
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{
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{
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context.Branch(label);
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context.Branch(label);
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}
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}
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