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
2019-04-18 01:57:08 +02:00
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using Ryujinx.Graphics.Shader.Decoders;
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using System;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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namespace Ryujinx.Graphics.Shader.Translation.Optimizations
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{
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static class ConstantFolding
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{
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2019-10-13 08:02:07 +02:00
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public static void RunPass(Operation operation)
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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
2019-04-18 01:57:08 +02:00
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{
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if (!AreAllSourcesConstant(operation))
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{
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return;
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}
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switch (operation.Inst)
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{
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case Instruction.Add:
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EvaluateBinary(operation, (x, y) => x + y);
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break;
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2019-10-31 04:29:22 +01:00
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case Instruction.BitCount:
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EvaluateUnary(operation, (x) => BitCount(x));
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break;
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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
2019-04-18 01:57:08 +02:00
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case Instruction.BitwiseAnd:
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EvaluateBinary(operation, (x, y) => x & y);
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break;
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case Instruction.BitwiseExclusiveOr:
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EvaluateBinary(operation, (x, y) => x ^ y);
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break;
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case Instruction.BitwiseNot:
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EvaluateUnary(operation, (x) => ~x);
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break;
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case Instruction.BitwiseOr:
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EvaluateBinary(operation, (x, y) => x | y);
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break;
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case Instruction.BitfieldExtractS32:
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BitfieldExtractS32(operation);
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break;
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case Instruction.BitfieldExtractU32:
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BitfieldExtractU32(operation);
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break;
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case Instruction.Clamp:
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EvaluateTernary(operation, (x, y, z) => Math.Clamp(x, y, z));
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break;
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case Instruction.ClampU32:
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EvaluateTernary(operation, (x, y, z) => (int)Math.Clamp((uint)x, (uint)y, (uint)z));
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break;
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case Instruction.CompareEqual:
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EvaluateBinary(operation, (x, y) => x == y);
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break;
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case Instruction.CompareGreater:
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EvaluateBinary(operation, (x, y) => x > y);
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break;
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case Instruction.CompareGreaterOrEqual:
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EvaluateBinary(operation, (x, y) => x >= y);
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break;
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case Instruction.CompareGreaterOrEqualU32:
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EvaluateBinary(operation, (x, y) => (uint)x >= (uint)y);
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break;
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case Instruction.CompareGreaterU32:
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EvaluateBinary(operation, (x, y) => (uint)x > (uint)y);
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break;
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case Instruction.CompareLess:
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EvaluateBinary(operation, (x, y) => x < y);
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break;
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case Instruction.CompareLessOrEqual:
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EvaluateBinary(operation, (x, y) => x <= y);
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break;
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case Instruction.CompareLessOrEqualU32:
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EvaluateBinary(operation, (x, y) => (uint)x <= (uint)y);
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break;
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case Instruction.CompareLessU32:
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EvaluateBinary(operation, (x, y) => (uint)x < (uint)y);
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break;
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case Instruction.CompareNotEqual:
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EvaluateBinary(operation, (x, y) => x != y);
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break;
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case Instruction.Divide:
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EvaluateBinary(operation, (x, y) => y != 0 ? x / y : 0);
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break;
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case Instruction.FP | Instruction.Add:
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EvaluateFPBinary(operation, (x, y) => x + y);
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break;
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case Instruction.FP | Instruction.Clamp:
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EvaluateFPTernary(operation, (x, y, z) => Math.Clamp(x, y, z));
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break;
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case Instruction.FP | Instruction.CompareEqual:
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EvaluateFPBinary(operation, (x, y) => x == y);
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break;
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case Instruction.FP | Instruction.CompareGreater:
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EvaluateFPBinary(operation, (x, y) => x > y);
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break;
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case Instruction.FP | Instruction.CompareGreaterOrEqual:
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EvaluateFPBinary(operation, (x, y) => x >= y);
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break;
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case Instruction.FP | Instruction.CompareLess:
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EvaluateFPBinary(operation, (x, y) => x < y);
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break;
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case Instruction.FP | Instruction.CompareLessOrEqual:
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EvaluateFPBinary(operation, (x, y) => x <= y);
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break;
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case Instruction.FP | Instruction.CompareNotEqual:
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EvaluateFPBinary(operation, (x, y) => x != y);
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break;
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case Instruction.FP | Instruction.Divide:
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EvaluateFPBinary(operation, (x, y) => x / y);
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break;
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case Instruction.FP | Instruction.Multiply:
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EvaluateFPBinary(operation, (x, y) => x * y);
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break;
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case Instruction.FP | Instruction.Negate:
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EvaluateFPUnary(operation, (x) => -x);
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break;
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case Instruction.FP | Instruction.Subtract:
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EvaluateFPBinary(operation, (x, y) => x - y);
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break;
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case Instruction.IsNan:
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EvaluateFPUnary(operation, (x) => float.IsNaN(x));
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break;
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case Instruction.Maximum:
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EvaluateBinary(operation, (x, y) => Math.Max(x, y));
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break;
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case Instruction.MaximumU32:
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EvaluateBinary(operation, (x, y) => (int)Math.Max((uint)x, (uint)y));
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break;
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case Instruction.Minimum:
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EvaluateBinary(operation, (x, y) => Math.Min(x, y));
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break;
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case Instruction.MinimumU32:
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EvaluateBinary(operation, (x, y) => (int)Math.Min((uint)x, (uint)y));
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break;
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case Instruction.Multiply:
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EvaluateBinary(operation, (x, y) => x * y);
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break;
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case Instruction.Negate:
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EvaluateUnary(operation, (x) => -x);
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break;
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case Instruction.ShiftLeft:
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EvaluateBinary(operation, (x, y) => x << y);
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break;
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case Instruction.ShiftRightS32:
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EvaluateBinary(operation, (x, y) => x >> y);
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break;
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case Instruction.ShiftRightU32:
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EvaluateBinary(operation, (x, y) => (int)((uint)x >> y));
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break;
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case Instruction.Subtract:
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EvaluateBinary(operation, (x, y) => x - y);
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break;
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case Instruction.UnpackHalf2x16:
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UnpackHalf2x16(operation);
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break;
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}
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}
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private static bool AreAllSourcesConstant(Operation operation)
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{
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for (int index = 0; index < operation.SourcesCount; index++)
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{
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if (operation.GetSource(index).Type != OperandType.Constant)
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{
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return false;
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}
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}
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return true;
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}
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2019-10-31 04:29:22 +01:00
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private static int BitCount(int value)
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{
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int count = 0;
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for (int bit = 0; bit < 32; bit++)
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{
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if (value.Extract(bit))
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{
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count++;
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}
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}
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return count;
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}
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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
2019-04-18 01:57:08 +02:00
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private static void BitfieldExtractS32(Operation operation)
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{
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int value = GetBitfieldExtractValue(operation);
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int shift = 32 - operation.GetSource(2).Value;
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value = (value << shift) >> shift;
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operation.TurnIntoCopy(Const(value));
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}
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private static void BitfieldExtractU32(Operation operation)
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{
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operation.TurnIntoCopy(Const(GetBitfieldExtractValue(operation)));
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}
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private static int GetBitfieldExtractValue(Operation operation)
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{
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int value = operation.GetSource(0).Value;
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int lsb = operation.GetSource(1).Value;
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int length = operation.GetSource(2).Value;
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return value.Extract(lsb, length);
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}
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private static void UnpackHalf2x16(Operation operation)
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{
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int value = operation.GetSource(0).Value;
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value = (value >> operation.ComponentIndex * 16) & 0xffff;
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operation.TurnIntoCopy(ConstF(HalfConversion.HalfToSingle(value)));
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}
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private static void FPNegate(Operation operation)
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{
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float value = operation.GetSource(0).AsFloat();
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operation.TurnIntoCopy(ConstF(-value));
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}
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private static void EvaluateUnary(Operation operation, Func<int, int> op)
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{
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int x = operation.GetSource(0).Value;
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operation.TurnIntoCopy(Const(op(x)));
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}
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private static void EvaluateFPUnary(Operation operation, Func<float, float> op)
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{
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float x = operation.GetSource(0).AsFloat();
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operation.TurnIntoCopy(ConstF(op(x)));
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}
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private static void EvaluateFPUnary(Operation operation, Func<float, bool> op)
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{
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float x = operation.GetSource(0).AsFloat();
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operation.TurnIntoCopy(Const(op(x) ? IrConsts.True : IrConsts.False));
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}
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private static void EvaluateBinary(Operation operation, Func<int, int, int> op)
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{
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int x = operation.GetSource(0).Value;
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int y = operation.GetSource(1).Value;
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operation.TurnIntoCopy(Const(op(x, y)));
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}
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private static void EvaluateBinary(Operation operation, Func<int, int, bool> op)
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{
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int x = operation.GetSource(0).Value;
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int y = operation.GetSource(1).Value;
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operation.TurnIntoCopy(Const(op(x, y) ? IrConsts.True : IrConsts.False));
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}
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private static void EvaluateFPBinary(Operation operation, Func<float, float, float> op)
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{
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float x = operation.GetSource(0).AsFloat();
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float y = operation.GetSource(1).AsFloat();
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operation.TurnIntoCopy(ConstF(op(x, y)));
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}
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private static void EvaluateFPBinary(Operation operation, Func<float, float, bool> op)
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{
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float x = operation.GetSource(0).AsFloat();
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float y = operation.GetSource(1).AsFloat();
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operation.TurnIntoCopy(Const(op(x, y) ? IrConsts.True : IrConsts.False));
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}
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private static void EvaluateTernary(Operation operation, Func<int, int, int, int> op)
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{
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int x = operation.GetSource(0).Value;
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int y = operation.GetSource(1).Value;
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int z = operation.GetSource(2).Value;
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operation.TurnIntoCopy(Const(op(x, y, z)));
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}
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private static void EvaluateFPTernary(Operation operation, Func<float, float, float, float> op)
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|
|
{
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|
|
|
float x = operation.GetSource(0).AsFloat();
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|
|
float y = operation.GetSource(1).AsFloat();
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|
|
float z = operation.GetSource(2).AsFloat();
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|
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operation.TurnIntoCopy(ConstF(op(x, y, z)));
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}
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}
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}
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