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
|
|
|
using Ryujinx.Graphics.Shader.Decoders;
|
|
|
|
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
|
|
|
|
using Ryujinx.Graphics.Shader.Translation;
|
|
|
|
using System.Collections.Generic;
|
|
|
|
using System.Linq;
|
|
|
|
|
|
|
|
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
|
|
|
|
|
|
|
|
namespace Ryujinx.Graphics.Shader.Instructions
|
|
|
|
{
|
|
|
|
static partial class InstEmit
|
|
|
|
{
|
|
|
|
public static void Bra(EmitterContext context)
|
|
|
|
{
|
|
|
|
EmitBranch(context, context.CurrBlock.Branch.Address);
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void Exit(EmitterContext context)
|
|
|
|
{
|
|
|
|
OpCodeExit op = (OpCodeExit)context.CurrOp;
|
|
|
|
|
2019-07-02 04:39:22 +02:00
|
|
|
// TODO: Figure out how this is supposed to work in the
|
|
|
|
// presence of other condition codes.
|
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 (op.Condition == Condition.Always)
|
|
|
|
{
|
|
|
|
context.Return();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void Kil(EmitterContext context)
|
|
|
|
{
|
|
|
|
context.Discard();
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void Ssy(EmitterContext context)
|
|
|
|
{
|
|
|
|
OpCodeSsy op = (OpCodeSsy)context.CurrOp;
|
|
|
|
|
|
|
|
foreach (KeyValuePair<OpCodeSync, Operand> kv in op.Syncs)
|
|
|
|
{
|
|
|
|
OpCodeSync opSync = kv.Key;
|
|
|
|
|
|
|
|
Operand local = kv.Value;
|
|
|
|
|
|
|
|
int ssyIndex = opSync.Targets[op];
|
|
|
|
|
|
|
|
context.Copy(local, Const(ssyIndex));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
public static void Sync(EmitterContext context)
|
|
|
|
{
|
|
|
|
OpCodeSync op = (OpCodeSync)context.CurrOp;
|
|
|
|
|
|
|
|
if (op.Targets.Count == 1)
|
|
|
|
{
|
2019-07-02 04:39:22 +02:00
|
|
|
// If we have only one target, then the SSY is basically
|
|
|
|
// a branch, we can produce better codegen for this case.
|
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
|
|
|
OpCodeSsy opSsy = op.Targets.Keys.First();
|
|
|
|
|
|
|
|
EmitBranch(context, opSsy.GetAbsoluteAddress());
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
foreach (KeyValuePair<OpCodeSsy, int> kv in op.Targets)
|
|
|
|
{
|
|
|
|
OpCodeSsy opSsy = kv.Key;
|
|
|
|
|
|
|
|
Operand label = context.GetLabel(opSsy.GetAbsoluteAddress());
|
|
|
|
|
|
|
|
Operand local = opSsy.Syncs[op];
|
|
|
|
|
|
|
|
int ssyIndex = kv.Value;
|
|
|
|
|
|
|
|
context.BranchIfTrue(label, context.ICompareEqual(local, Const(ssyIndex)));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void EmitBranch(EmitterContext context, ulong address)
|
|
|
|
{
|
2019-07-02 04:39:22 +02:00
|
|
|
// If we're branching to the next instruction, then the branch
|
|
|
|
// is useless and we can ignore it.
|
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 (address == context.CurrOp.Address + 8)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
Operand label = context.GetLabel(address);
|
|
|
|
|
|
|
|
Operand pred = Register(context.CurrOp.Predicate);
|
|
|
|
|
|
|
|
if (context.CurrOp.Predicate.IsPT)
|
|
|
|
{
|
|
|
|
context.Branch(label);
|
|
|
|
}
|
|
|
|
else if (context.CurrOp.InvertPredicate)
|
|
|
|
{
|
|
|
|
context.BranchIfFalse(label, pred);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
context.BranchIfTrue(label, pred);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|