Ryujinx/Ryujinx.Graphics/Shader/IntermediateRepresentation/PhiNode.cs
gdkchan 6b23a2c125 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 09:57:08 +10:00

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C#

using System.Collections.Generic;
namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
{
class PhiNode : INode
{
private Operand _dest;
public Operand Dest
{
get => _dest;
set => _dest = AssignDest(value);
}
private HashSet<BasicBlock> _blocks;
private class PhiSource
{
public BasicBlock Block { get; }
public Operand Operand { get; set; }
public PhiSource(BasicBlock block, Operand operand)
{
Block = block;
Operand = operand;
}
}
private List<PhiSource> _sources;
public int SourcesCount => _sources.Count;
public PhiNode(Operand dest)
{
_blocks = new HashSet<BasicBlock>();
_sources = new List<PhiSource>();
dest.AsgOp = this;
Dest = dest;
}
private Operand AssignDest(Operand dest)
{
if (dest != null && dest.Type == OperandType.LocalVariable)
{
dest.AsgOp = this;
}
return dest;
}
public void AddSource(BasicBlock block, Operand operand)
{
if (_blocks.Add(block))
{
if (operand.Type == OperandType.LocalVariable)
{
operand.UseOps.Add(this);
}
_sources.Add(new PhiSource(block, operand));
}
}
public Operand GetSource(int index)
{
return _sources[index].Operand;
}
public BasicBlock GetBlock(int index)
{
return _sources[index].Block;
}
public void SetSource(int index, Operand source)
{
Operand oldSrc = _sources[index].Operand;
if (oldSrc != null && oldSrc.Type == OperandType.LocalVariable)
{
oldSrc.UseOps.Remove(this);
}
if (source.Type == OperandType.LocalVariable)
{
source.UseOps.Add(this);
}
_sources[index].Operand = source;
}
}
}