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.IntermediateRepresentation;
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using System;
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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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static class GotoElimination
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{
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2019-07-02 04:39:22 +02:00
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// This is a modified version of the algorithm presented on the paper
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// "Taming Control Flow: A Structured Approach to Eliminating Goto Statements".
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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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public static void Eliminate(GotoStatement[] gotos)
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{
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for (int index = gotos.Length - 1; index >= 0; index--)
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{
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GotoStatement stmt = gotos[index];
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AstBlock gBlock = ParentBlock(stmt.Goto);
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AstBlock lBlock = ParentBlock(stmt.Label);
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int gLevel = Level(gBlock);
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int lLevel = Level(lBlock);
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if (IndirectlyRelated(gBlock, lBlock, gLevel, lLevel))
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{
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AstBlock drBlock = gBlock;
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int drLevel = gLevel;
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do
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{
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drBlock = drBlock.Parent;
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drLevel--;
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}
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while (!DirectlyRelated(drBlock, lBlock, drLevel, lLevel));
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MoveOutward(stmt, gLevel, drLevel);
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gBlock = drBlock;
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gLevel = drLevel;
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if (Previous(stmt.Goto) is AstBlock elseBlock && elseBlock.Type == AstBlockType.Else)
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{
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2019-07-02 04:39:22 +02:00
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// It's possible that the label was enclosed inside an else block,
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// in this case we need to update the block and level.
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// We also need to set the IsLoop for the case when the label is
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// now before the goto, due to the newly introduced else block.
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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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lBlock = ParentBlock(stmt.Label);
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lLevel = Level(lBlock);
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if (!IndirectlyRelated(elseBlock, lBlock, gLevel + 1, lLevel))
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{
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stmt.IsLoop = true;
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}
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}
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}
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if (DirectlyRelated(gBlock, lBlock, gLevel, lLevel))
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{
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if (gLevel > lLevel)
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{
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MoveOutward(stmt, gLevel, lLevel);
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}
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else
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{
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if (stmt.IsLoop)
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{
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Lift(stmt);
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}
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MoveInward(stmt);
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}
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}
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gBlock = ParentBlock(stmt.Goto);
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if (stmt.IsLoop)
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{
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EncloseDoWhile(stmt, gBlock, stmt.Label);
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}
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else
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{
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Enclose(gBlock, AstBlockType.If, stmt.Condition, Next(stmt.Goto), stmt.Label);
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}
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gBlock.Remove(stmt.Goto);
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}
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}
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private static bool IndirectlyRelated(AstBlock lBlock, AstBlock rBlock, int lLevel, int rlevel)
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{
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return !(lBlock == rBlock || DirectlyRelated(lBlock, rBlock, lLevel, rlevel));
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}
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private static bool DirectlyRelated(AstBlock lBlock, AstBlock rBlock, int lLevel, int rLevel)
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{
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2019-07-02 04:39:22 +02:00
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// If the levels are equal, they can be either siblings or indirectly related.
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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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if (lLevel == rLevel)
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{
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return false;
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}
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IAstNode block;
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IAstNode other;
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int blockLvl, otherLvl;
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if (lLevel > rLevel)
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{
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block = lBlock;
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blockLvl = lLevel;
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other = rBlock;
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otherLvl = rLevel;
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}
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else /* if (rLevel > lLevel) */
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{
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block = rBlock;
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blockLvl = rLevel;
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other = lBlock;
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otherLvl = lLevel;
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}
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while (blockLvl >= otherLvl)
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{
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if (block == other)
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{
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return true;
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}
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block = block.Parent;
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blockLvl--;
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}
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return false;
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}
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private static void Lift(GotoStatement stmt)
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{
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AstBlock block = ParentBlock(stmt.Goto);
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AstBlock[] path = BackwardsPath(block, ParentBlock(stmt.Label));
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AstBlock loopFirstStmt = path[path.Length - 1];
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if (loopFirstStmt.Type == AstBlockType.Else)
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{
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loopFirstStmt = Previous(loopFirstStmt) as AstBlock;
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if (loopFirstStmt == null || loopFirstStmt.Type != AstBlockType.If)
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{
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throw new InvalidOperationException("Found an else without a matching if.");
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}
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}
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AstBlock newBlock = EncloseDoWhile(stmt, block, loopFirstStmt);
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block.Remove(stmt.Goto);
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newBlock.AddFirst(stmt.Goto);
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stmt.IsLoop = false;
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}
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private static void MoveOutward(GotoStatement stmt, int gLevel, int lLevel)
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{
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AstBlock origin = ParentBlock(stmt.Goto);
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AstBlock block = origin;
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2019-07-02 04:39:22 +02:00
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// Check if a loop is enclosing the goto, and the block that is
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// directly related to the label is above the loop block.
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// In that case, we need to introduce a break to get out of the loop.
|
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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AstBlock loopBlock = origin;
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int loopLevel = gLevel;
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while (loopLevel > lLevel)
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{
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AstBlock child = loopBlock;
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loopBlock = loopBlock.Parent;
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loopLevel--;
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if (child.Type == AstBlockType.DoWhile)
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{
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EncloseSingleInst(stmt, Instruction.LoopBreak);
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block.Remove(stmt.Goto);
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loopBlock.AddAfter(child, stmt.Goto);
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block = loopBlock;
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gLevel = loopLevel;
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}
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}
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2019-07-02 04:39:22 +02:00
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// Insert ifs to skip the parts that shouldn't be executed due to the goto.
|
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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bool tryInsertElse = stmt.IsUnconditional && origin.Type == AstBlockType.If;
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while (gLevel > lLevel)
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{
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Enclose(block, AstBlockType.If, stmt.Condition, Next(stmt.Goto));
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block.Remove(stmt.Goto);
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AstBlock child = block;
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2019-07-02 04:39:22 +02:00
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// We can't move the goto in the middle of a if and a else block, in
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// this case we need to move it after the else.
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// IsLoop may need to be updated if the label is inside the else, as
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// introducing a loop is the only way to ensure the else will be executed.
|
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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|
if (Next(child) is AstBlock elseBlock && elseBlock.Type == AstBlockType.Else)
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{
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child = elseBlock;
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}
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block = block.Parent;
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block.AddAfter(child, stmt.Goto);
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gLevel--;
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if (tryInsertElse && child == origin)
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{
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|
|
|
AstBlock lBlock = ParentBlock(stmt.Label);
|
|
|
|
|
|
|
|
IAstNode last = block == lBlock && !stmt.IsLoop ? stmt.Label : null;
|
|
|
|
|
|
|
|
AstBlock newBlock = Enclose(block, AstBlockType.Else, null, Next(stmt.Goto), last);
|
|
|
|
|
|
|
|
if (newBlock != null)
|
|
|
|
{
|
|
|
|
block.Remove(stmt.Goto);
|
|
|
|
|
|
|
|
block.AddAfter(newBlock, stmt.Goto);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void MoveInward(GotoStatement stmt)
|
|
|
|
{
|
|
|
|
AstBlock block = ParentBlock(stmt.Goto);
|
|
|
|
|
|
|
|
AstBlock[] path = BackwardsPath(block, ParentBlock(stmt.Label));
|
|
|
|
|
|
|
|
for (int index = path.Length - 1; index >= 0; index--)
|
|
|
|
{
|
|
|
|
AstBlock child = path[index];
|
|
|
|
AstBlock last = child;
|
|
|
|
|
|
|
|
if (child.Type == AstBlockType.If)
|
|
|
|
{
|
2019-07-02 04:39:22 +02:00
|
|
|
// Modify the if condition to allow it to be entered by the goto.
|
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
|
|
|
if (!ContainsCondComb(child.Condition, Instruction.LogicalOr, stmt.Condition))
|
|
|
|
{
|
|
|
|
child.OrCondition(stmt.Condition);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (child.Type == AstBlockType.Else)
|
|
|
|
{
|
2019-07-02 04:39:22 +02:00
|
|
|
// Modify the matching if condition to force the else to be entered by the goto.
|
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
|
|
|
if (!(Previous(child) is AstBlock ifBlock) || ifBlock.Type != AstBlockType.If)
|
|
|
|
{
|
|
|
|
throw new InvalidOperationException("Found an else without a matching if.");
|
|
|
|
}
|
|
|
|
|
|
|
|
IAstNode cond = InverseCond(stmt.Condition);
|
|
|
|
|
|
|
|
if (!ContainsCondComb(ifBlock.Condition, Instruction.LogicalAnd, cond))
|
|
|
|
{
|
|
|
|
ifBlock.AndCondition(cond);
|
|
|
|
}
|
|
|
|
|
|
|
|
last = ifBlock;
|
|
|
|
}
|
|
|
|
|
|
|
|
Enclose(block, AstBlockType.If, stmt.Condition, Next(stmt.Goto), last);
|
|
|
|
|
|
|
|
block.Remove(stmt.Goto);
|
|
|
|
|
|
|
|
child.AddFirst(stmt.Goto);
|
|
|
|
|
|
|
|
block = child;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private static bool ContainsCondComb(IAstNode node, Instruction inst, IAstNode newCond)
|
|
|
|
{
|
|
|
|
while (node is AstOperation operation && operation.SourcesCount == 2)
|
|
|
|
{
|
|
|
|
if (operation.Inst == inst && IsSameCond(operation.GetSource(1), newCond))
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
node = operation.GetSource(0);
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
private static AstBlock EncloseDoWhile(GotoStatement stmt, AstBlock block, IAstNode first)
|
|
|
|
{
|
|
|
|
if (block.Type == AstBlockType.DoWhile && first == block.First)
|
|
|
|
{
|
2019-07-02 04:39:22 +02:00
|
|
|
// We only need to insert the continue if we're not at the end of the loop,
|
|
|
|
// or if our condition is different from the loop condition.
|
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
|
|
|
if (Next(stmt.Goto) != null || block.Condition != stmt.Condition)
|
|
|
|
{
|
|
|
|
EncloseSingleInst(stmt, Instruction.LoopContinue);
|
|
|
|
}
|
|
|
|
|
2019-07-02 04:39:22 +02:00
|
|
|
// Modify the do-while condition to allow it to continue.
|
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
|
|
|
if (!ContainsCondComb(block.Condition, Instruction.LogicalOr, stmt.Condition))
|
|
|
|
{
|
|
|
|
block.OrCondition(stmt.Condition);
|
|
|
|
}
|
|
|
|
|
|
|
|
return block;
|
|
|
|
}
|
|
|
|
|
|
|
|
return Enclose(block, AstBlockType.DoWhile, stmt.Condition, first, stmt.Goto);
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void EncloseSingleInst(GotoStatement stmt, Instruction inst)
|
|
|
|
{
|
|
|
|
AstBlock block = ParentBlock(stmt.Goto);
|
|
|
|
|
|
|
|
AstBlock newBlock = new AstBlock(AstBlockType.If, stmt.Condition);
|
|
|
|
|
|
|
|
block.AddAfter(stmt.Goto, newBlock);
|
|
|
|
|
|
|
|
newBlock.AddFirst(new AstOperation(inst));
|
|
|
|
}
|
|
|
|
|
|
|
|
private static AstBlock Enclose(
|
|
|
|
AstBlock block,
|
|
|
|
AstBlockType type,
|
|
|
|
IAstNode cond,
|
|
|
|
IAstNode first,
|
|
|
|
IAstNode last = null)
|
|
|
|
{
|
|
|
|
if (first == last)
|
|
|
|
{
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (type == AstBlockType.If)
|
|
|
|
{
|
|
|
|
cond = InverseCond(cond);
|
|
|
|
}
|
|
|
|
|
2019-07-02 04:39:22 +02:00
|
|
|
// Do a quick check, if we are enclosing a single block,
|
|
|
|
// and the block type/condition matches the one we're going
|
|
|
|
// to create, then we don't need a new block, we can just
|
|
|
|
// return the old one.
|
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
|
|
|
bool hasSingleNode = Next(first) == last;
|
|
|
|
|
|
|
|
if (hasSingleNode && BlockMatches(first, type, cond))
|
|
|
|
{
|
|
|
|
return first as AstBlock;
|
|
|
|
}
|
|
|
|
|
|
|
|
AstBlock newBlock = new AstBlock(type, cond);
|
|
|
|
|
|
|
|
block.AddBefore(first, newBlock);
|
|
|
|
|
|
|
|
while (first != last)
|
|
|
|
{
|
|
|
|
IAstNode next = Next(first);
|
|
|
|
|
|
|
|
block.Remove(first);
|
|
|
|
|
|
|
|
newBlock.Add(first);
|
|
|
|
|
|
|
|
first = next;
|
|
|
|
}
|
|
|
|
|
|
|
|
return newBlock;
|
|
|
|
}
|
|
|
|
|
|
|
|
private static bool BlockMatches(IAstNode node, AstBlockType type, IAstNode cond)
|
|
|
|
{
|
|
|
|
if (!(node is AstBlock block))
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
return block.Type == type && IsSameCond(block.Condition, cond);
|
|
|
|
}
|
|
|
|
|
|
|
|
private static bool IsSameCond(IAstNode lCond, IAstNode rCond)
|
|
|
|
{
|
|
|
|
if (lCond is AstOperation lCondOp && lCondOp.Inst == Instruction.LogicalNot)
|
|
|
|
{
|
|
|
|
if (!(rCond is AstOperation rCondOp) || rCondOp.Inst != lCondOp.Inst)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
lCond = lCondOp.GetSource(0);
|
|
|
|
rCond = rCondOp.GetSource(0);
|
|
|
|
}
|
|
|
|
|
|
|
|
return lCond == rCond;
|
|
|
|
}
|
|
|
|
|
|
|
|
private static AstBlock ParentBlock(IAstNode node)
|
|
|
|
{
|
|
|
|
if (node is AstBlock block)
|
|
|
|
{
|
|
|
|
return block.Parent;
|
|
|
|
}
|
|
|
|
|
|
|
|
while (!(node is AstBlock))
|
|
|
|
{
|
|
|
|
node = node.Parent;
|
|
|
|
}
|
|
|
|
|
|
|
|
return node as AstBlock;
|
|
|
|
}
|
|
|
|
|
|
|
|
private static AstBlock[] BackwardsPath(AstBlock top, AstBlock bottom)
|
|
|
|
{
|
|
|
|
AstBlock block = bottom;
|
|
|
|
|
|
|
|
List<AstBlock> path = new List<AstBlock>();
|
|
|
|
|
|
|
|
while (block != top)
|
|
|
|
{
|
|
|
|
path.Add(block);
|
|
|
|
|
|
|
|
block = block.Parent;
|
|
|
|
}
|
|
|
|
|
|
|
|
return path.ToArray();
|
|
|
|
}
|
|
|
|
|
|
|
|
private static int Level(IAstNode node)
|
|
|
|
{
|
|
|
|
int level = 0;
|
|
|
|
|
|
|
|
while (node != null)
|
|
|
|
{
|
|
|
|
level++;
|
|
|
|
|
|
|
|
node = node.Parent;
|
|
|
|
}
|
|
|
|
|
|
|
|
return level;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|