b423197619
* Move some properties out of ShaderConfig * Stop using ShaderConfig on backends * Replace ShaderConfig usages on Translator and passes * Move remaining properties out of ShaderConfig and delete ShaderConfig * Remove ResourceManager property from TranslatorContext * Move Rewriter passes to separate transform pass files * Fix TransformPasses.RunPass on cases where a node is removed * Move remaining ClipDistancePrimitivesWritten and UsedFeatures updates to decode stage * Reduce excessive parameter passing a bit by using structs more * Remove binding parameter from ShaderProperties methods since it is redundant * Replace decoder instruction checks with switch statement * Put GLSL on the same plan as SPIR-V for input/output declaration * Stop mutating TranslatorContext state when Translate is called * Pass most of the graphics state using a struct instead of individual query methods * Auto-format * Auto-format * Add backend logging interface * Auto-format * Remove unnecessary use of interpolated strings * Remove more modifications of AttributeUsage after decode * PR feedback * gl_Layer is not supported on compute
354 lines
12 KiB
C#
354 lines
12 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.Translation;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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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 StructuredProgramContext
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{
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private HashSet<BasicBlock> _loopTails;
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private Stack<(AstBlock Block, int CurrEndIndex, int LoopEndIndex)> _blockStack;
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private Dictionary<Operand, AstOperand> _localsMap;
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private Dictionary<int, AstAssignment> _gotoTempAsgs;
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private List<GotoStatement> _gotos;
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private AstBlock _currBlock;
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private int _currEndIndex;
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private int _loopEndIndex;
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public StructuredFunction CurrentFunction { get; private set; }
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public StructuredProgramInfo Info { get; }
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public ShaderDefinitions Definitions { get; }
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public ResourceManager ResourceManager { get; }
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public bool DebugMode { get; }
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public StructuredProgramContext(
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AttributeUsage attributeUsage,
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ShaderDefinitions definitions,
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ResourceManager resourceManager,
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bool debugMode)
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{
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Info = new StructuredProgramInfo();
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Definitions = definitions;
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ResourceManager = resourceManager;
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DebugMode = debugMode;
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if (definitions.GpPassthrough)
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{
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int passthroughAttributes = attributeUsage.PassthroughAttributes;
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while (passthroughAttributes != 0)
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{
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int index = BitOperations.TrailingZeroCount(passthroughAttributes);
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Info.IoDefinitions.Add(new IoDefinition(StorageKind.Input, IoVariable.UserDefined, index));
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passthroughAttributes &= ~(1 << index);
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}
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Info.IoDefinitions.Add(new IoDefinition(StorageKind.Input, IoVariable.Position));
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Info.IoDefinitions.Add(new IoDefinition(StorageKind.Input, IoVariable.PointSize));
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Info.IoDefinitions.Add(new IoDefinition(StorageKind.Input, IoVariable.ClipDistance));
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}
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}
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public void EnterFunction(
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int blocksCount,
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string name,
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AggregateType returnType,
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AggregateType[] inArguments,
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AggregateType[] outArguments)
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{
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_loopTails = new HashSet<BasicBlock>();
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_blockStack = new Stack<(AstBlock, int, int)>();
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_localsMap = new Dictionary<Operand, AstOperand>();
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_gotoTempAsgs = new Dictionary<int, AstAssignment>();
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_gotos = new List<GotoStatement>();
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_currBlock = new AstBlock(AstBlockType.Main);
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_currEndIndex = blocksCount;
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_loopEndIndex = blocksCount;
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CurrentFunction = new StructuredFunction(_currBlock, name, returnType, inArguments, outArguments);
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}
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public void LeaveFunction()
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{
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Info.Functions.Add(CurrentFunction);
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}
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public void EnterBlock(BasicBlock block)
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{
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while (_currEndIndex == block.Index)
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{
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(_currBlock, _currEndIndex, _loopEndIndex) = _blockStack.Pop();
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}
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if (_gotoTempAsgs.TryGetValue(block.Index, out AstAssignment gotoTempAsg))
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{
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AddGotoTempReset(block, gotoTempAsg);
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}
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LookForDoWhileStatements(block);
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}
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public void LeaveBlock(BasicBlock block, Operation branchOp)
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{
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LookForIfStatements(block, branchOp);
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}
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private void LookForDoWhileStatements(BasicBlock block)
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{
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// Check if we have any predecessor whose index is greater than the
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// current block, this indicates a loop.
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bool done = false;
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foreach (BasicBlock predecessor in block.Predecessors.OrderByDescending(x => x.Index))
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{
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// If not a loop, break.
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if (predecessor.Index < block.Index)
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{
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break;
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}
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// Check if we can create a do-while loop here (only possible if the loop end
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// falls inside the current scope), if not add a goto instead.
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if (predecessor.Index < _currEndIndex && !done)
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{
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// Create do-while loop block. We must avoid inserting a goto at the end
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// of the loop later, when the tail block is processed. So we add the predecessor
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// to a list of loop tails to prevent it from being processed later.
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Operation branchOp = (Operation)predecessor.GetLastOp();
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NewBlock(AstBlockType.DoWhile, branchOp, predecessor.Index + 1);
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_loopTails.Add(predecessor);
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done = true;
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}
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else
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{
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// Failed to create loop. Since this block is the loop head, we reset the
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// goto condition variable here. The variable is always reset on the jump
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// target, and this block is the jump target for some loop.
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AddGotoTempReset(block, GetGotoTempAsg(block.Index));
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break;
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}
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}
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}
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private void LookForIfStatements(BasicBlock block, Operation branchOp)
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{
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if (block.Branch == null)
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{
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return;
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}
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// We can only enclose the "if" when the branch lands before
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// the end of the current block. If the current enclosing block
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// is not a loop, then we can also do so if the branch lands
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// right at the end of the current block. When it is a loop,
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// this is not valid as the loop condition would be evaluated,
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// and it could erroneously jump back to the start of the loop.
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bool inRange =
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block.Branch.Index < _currEndIndex ||
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(block.Branch.Index == _currEndIndex && block.Branch.Index < _loopEndIndex);
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bool isLoop = block.Branch.Index <= block.Index;
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if (inRange && !isLoop)
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{
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NewBlock(AstBlockType.If, branchOp, block.Branch.Index);
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}
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else if (!_loopTails.Contains(block))
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{
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AstAssignment gotoTempAsg = GetGotoTempAsg(block.Branch.Index);
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// We use DoWhile type here, as the condition should be true for
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// unconditional branches, or it should jump if the condition is true otherwise.
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IAstNode cond = GetBranchCond(AstBlockType.DoWhile, branchOp);
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AddNode(Assign(gotoTempAsg.Destination, cond));
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AstOperation branch = new(branchOp.Inst);
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AddNode(branch);
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GotoStatement gotoStmt = new(branch, gotoTempAsg, isLoop);
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_gotos.Add(gotoStmt);
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}
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}
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private AstAssignment GetGotoTempAsg(int index)
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{
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if (_gotoTempAsgs.TryGetValue(index, out AstAssignment gotoTempAsg))
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{
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return gotoTempAsg;
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}
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AstOperand gotoTemp = NewTemp(AggregateType.Bool);
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gotoTempAsg = Assign(gotoTemp, Const(IrConsts.False));
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_gotoTempAsgs.Add(index, gotoTempAsg);
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return gotoTempAsg;
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}
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private void AddGotoTempReset(BasicBlock block, AstAssignment gotoTempAsg)
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{
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// If it was already added, we don't need to add it again.
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if (gotoTempAsg.Parent != null)
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{
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return;
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}
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AddNode(gotoTempAsg);
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// For block 0, we don't need to add the extra "reset" at the beginning,
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// because it is already the first node to be executed on the shader,
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// so it is reset to false by the "local" assignment anyway.
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if (block.Index != 0)
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{
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CurrentFunction.MainBlock.AddFirst(Assign(gotoTempAsg.Destination, Const(IrConsts.False)));
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}
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}
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private void NewBlock(AstBlockType type, Operation branchOp, int endIndex)
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{
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NewBlock(type, GetBranchCond(type, branchOp), endIndex);
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}
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private void NewBlock(AstBlockType type, IAstNode cond, int endIndex)
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{
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AstBlock childBlock = new(type, cond);
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AddNode(childBlock);
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_blockStack.Push((_currBlock, _currEndIndex, _loopEndIndex));
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_currBlock = childBlock;
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_currEndIndex = endIndex;
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if (type == AstBlockType.DoWhile)
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{
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_loopEndIndex = endIndex;
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}
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}
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private IAstNode GetBranchCond(AstBlockType type, Operation branchOp)
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{
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IAstNode cond;
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if (branchOp.Inst == Instruction.Branch)
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{
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// If the branch is not conditional, the condition is a constant.
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// For if it's false (always jump over, if block never executed).
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// For loops it's always true (always loop).
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cond = Const(type == AstBlockType.If ? IrConsts.False : IrConsts.True);
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}
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else
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{
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cond = GetOperand(branchOp.GetSource(0));
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Instruction invInst = type == AstBlockType.If
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? Instruction.BranchIfTrue
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: Instruction.BranchIfFalse;
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if (branchOp.Inst == invInst)
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{
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cond = new AstOperation(Instruction.LogicalNot, cond);
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}
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}
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return cond;
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}
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public void AddNode(IAstNode node)
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{
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_currBlock.Add(node);
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}
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public GotoStatement[] GetGotos()
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{
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return _gotos.ToArray();
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}
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public AstOperand NewTemp(AggregateType type)
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{
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AstOperand newTemp = Local(type);
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CurrentFunction.Locals.Add(newTemp);
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return newTemp;
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}
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public IAstNode GetOperandOrCbLoad(Operand operand)
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{
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if (operand.Type == OperandType.ConstantBuffer)
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{
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int cbufSlot = operand.GetCbufSlot();
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int cbufOffset = operand.GetCbufOffset();
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int binding = ResourceManager.GetConstantBufferBinding(cbufSlot);
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int vecIndex = cbufOffset >> 2;
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int elemIndex = cbufOffset & 3;
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ResourceManager.SetUsedConstantBufferBinding(binding);
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IAstNode[] sources = new IAstNode[]
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{
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new AstOperand(OperandType.Constant, binding),
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new AstOperand(OperandType.Constant, 0),
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new AstOperand(OperandType.Constant, vecIndex),
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new AstOperand(OperandType.Constant, elemIndex),
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};
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return new AstOperation(Instruction.Load, StorageKind.ConstantBuffer, false, sources, sources.Length);
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}
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return GetOperand(operand);
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}
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public AstOperand GetOperand(Operand operand)
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{
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if (operand == null)
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{
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return null;
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}
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if (operand.Type != OperandType.LocalVariable)
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{
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return new AstOperand(operand);
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}
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if (!_localsMap.TryGetValue(operand, out AstOperand astOperand))
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{
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astOperand = new AstOperand(operand);
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_localsMap.Add(operand, astOperand);
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CurrentFunction.Locals.Add(astOperand);
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}
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return astOperand;
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}
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}
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}
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