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authorgdkchan <gab.dark.100@gmail.com>2019-04-17 20:57:08 -0300
committerjduncanator <1518948+jduncanator@users.noreply.github.com>2019-04-18 09:57:08 +1000
commit6b23a2c125b9c48b5ebea92716004ef68698bb0f (patch)
tree69332df6fbbd8e2bddc522ba682fcc5c7a69e101 /Ryujinx.Graphics/Shader/Decoders/Block.cs
parentb2e88b04a85b41cc60af3485d88c90429e84a218 (diff)
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
Diffstat (limited to 'Ryujinx.Graphics/Shader/Decoders/Block.cs')
-rw-r--r--Ryujinx.Graphics/Shader/Decoders/Block.cs117
1 files changed, 117 insertions, 0 deletions
diff --git a/Ryujinx.Graphics/Shader/Decoders/Block.cs b/Ryujinx.Graphics/Shader/Decoders/Block.cs
new file mode 100644
index 00000000..b5e610d7
--- /dev/null
+++ b/Ryujinx.Graphics/Shader/Decoders/Block.cs
@@ -0,0 +1,117 @@
+using System;
+using System.Collections.Generic;
+
+namespace Ryujinx.Graphics.Shader.Decoders
+{
+ class Block
+ {
+ public ulong Address { get; set; }
+ public ulong EndAddress { get; set; }
+
+ public Block Next { get; set; }
+ public Block Branch { get; set; }
+
+ public List<OpCode> OpCodes { get; }
+ public List<OpCodeSsy> SsyOpCodes { get; }
+
+ public Block(ulong address)
+ {
+ Address = address;
+
+ OpCodes = new List<OpCode>();
+ SsyOpCodes = new List<OpCodeSsy>();
+ }
+
+ public void Split(Block rightBlock)
+ {
+ int splitIndex = BinarySearch(OpCodes, rightBlock.Address);
+
+ if (OpCodes[splitIndex].Address < rightBlock.Address)
+ {
+ splitIndex++;
+ }
+
+ int splitCount = OpCodes.Count - splitIndex;
+
+ if (splitCount <= 0)
+ {
+ throw new ArgumentException("Can't split at right block address.");
+ }
+
+ rightBlock.EndAddress = EndAddress;
+
+ rightBlock.Next = Next;
+ rightBlock.Branch = Branch;
+
+ rightBlock.OpCodes.AddRange(OpCodes.GetRange(splitIndex, splitCount));
+
+ rightBlock.UpdateSsyOpCodes();
+
+ EndAddress = rightBlock.Address;
+
+ Next = rightBlock;
+ Branch = null;
+
+ OpCodes.RemoveRange(splitIndex, splitCount);
+
+ UpdateSsyOpCodes();
+ }
+
+ private static int BinarySearch(List<OpCode> opCodes, ulong address)
+ {
+ int left = 0;
+ int middle = 0;
+ int right = opCodes.Count - 1;
+
+ while (left <= right)
+ {
+ int size = right - left;
+
+ middle = left + (size >> 1);
+
+ OpCode opCode = opCodes[middle];
+
+ if (address == opCode.Address)
+ {
+ break;
+ }
+
+ if (address < opCode.Address)
+ {
+ right = middle - 1;
+ }
+ else
+ {
+ left = middle + 1;
+ }
+ }
+
+ return middle;
+ }
+
+ public OpCode GetLastOp()
+ {
+ if (OpCodes.Count != 0)
+ {
+ return OpCodes[OpCodes.Count - 1];
+ }
+
+ return null;
+ }
+
+ public void UpdateSsyOpCodes()
+ {
+ SsyOpCodes.Clear();
+
+ for (int index = 0; index < OpCodes.Count; index++)
+ {
+ if (!(OpCodes[index] is OpCodeSsy op))
+ {
+ continue;
+ }
+
+ SsyOpCodes.Add(op);
+ }
+ }
+ }
+} \ No newline at end of file