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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/StructuredIr/AstOptimizer.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/StructuredIr/AstOptimizer.cs')
-rw-r--r--Ryujinx.Graphics/Shader/StructuredIr/AstOptimizer.cs149
1 files changed, 149 insertions, 0 deletions
diff --git a/Ryujinx.Graphics/Shader/StructuredIr/AstOptimizer.cs b/Ryujinx.Graphics/Shader/StructuredIr/AstOptimizer.cs
new file mode 100644
index 00000000..0f5392b7
--- /dev/null
+++ b/Ryujinx.Graphics/Shader/StructuredIr/AstOptimizer.cs
@@ -0,0 +1,149 @@
+using Ryujinx.Graphics.Shader.IntermediateRepresentation;
+using System.Collections.Generic;
+using System.Linq;
+
+using static Ryujinx.Graphics.Shader.StructuredIr.AstHelper;
+
+namespace Ryujinx.Graphics.Shader.StructuredIr
+{
+ static class AstOptimizer
+ {
+ public static void Optimize(StructuredProgramInfo info)
+ {
+ AstBlock mainBlock = info.MainBlock;
+
+ AstBlockVisitor visitor = new AstBlockVisitor(mainBlock);
+
+ foreach (IAstNode node in visitor.Visit())
+ {
+ if (node is AstAssignment assignment && assignment.Destination is AstOperand propVar)
+ {
+ bool isWorthPropagating = propVar.Uses.Count == 1 || IsWorthPropagating(assignment.Source);
+
+ if (propVar.Defs.Count == 1 && isWorthPropagating)
+ {
+ PropagateExpression(propVar, assignment.Source);
+ }
+
+ if (propVar.Type == OperandType.LocalVariable && propVar.Uses.Count == 0)
+ {
+ visitor.Block.Remove(assignment);
+
+ info.Locals.Remove(propVar);
+ }
+ }
+ }
+
+ RemoveEmptyBlocks(mainBlock);
+ }
+
+ private static bool IsWorthPropagating(IAstNode source)
+ {
+ if (!(source is AstOperation srcOp))
+ {
+ return false;
+ }
+
+ if (!InstructionInfo.IsUnary(srcOp.Inst))
+ {
+ return false;
+ }
+
+ return srcOp.GetSource(0) is AstOperand || srcOp.Inst == Instruction.Copy;
+ }
+
+ private static void PropagateExpression(AstOperand propVar, IAstNode source)
+ {
+ IAstNode[] uses = propVar.Uses.ToArray();
+
+ foreach (IAstNode useNode in uses)
+ {
+ if (useNode is AstBlock useBlock)
+ {
+ useBlock.Condition = source;
+ }
+ else if (useNode is AstOperation useOperation)
+ {
+ for (int srcIndex = 0; srcIndex < useOperation.SourcesCount; srcIndex++)
+ {
+ if (useOperation.GetSource(srcIndex) == propVar)
+ {
+ useOperation.SetSource(srcIndex, source);
+ }
+ }
+ }
+ else if (useNode is AstAssignment useAssignment)
+ {
+ useAssignment.Source = source;
+ }
+ }
+ }
+
+ private static void RemoveEmptyBlocks(AstBlock mainBlock)
+ {
+ Queue<AstBlock> pending = new Queue<AstBlock>();
+
+ pending.Enqueue(mainBlock);
+
+ while (pending.TryDequeue(out AstBlock block))
+ {
+ foreach (IAstNode node in block)
+ {
+ if (node is AstBlock childBlock)
+ {
+ pending.Enqueue(childBlock);
+ }
+ }
+
+ AstBlock parent = block.Parent;
+
+ if (parent == null)
+ {
+ continue;
+ }
+
+ AstBlock nextBlock = Next(block) as AstBlock;
+
+ bool hasElse = nextBlock != null && nextBlock.Type == AstBlockType.Else;
+
+ bool isIf = block.Type == AstBlockType.If;
+
+ if (block.Count == 0)
+ {
+ if (isIf)
+ {
+ if (hasElse)
+ {
+ nextBlock.TurnIntoIf(InverseCond(block.Condition));
+ }
+
+ parent.Remove(block);
+ }
+ else if (block.Type == AstBlockType.Else)
+ {
+ parent.Remove(block);
+ }
+ }
+ else if (isIf && parent.Type == AstBlockType.Else && parent.Count == (hasElse ? 2 : 1))
+ {
+ AstBlock parentOfParent = parent.Parent;
+
+ parent.Remove(block);
+
+ parentOfParent.AddAfter(parent, block);
+
+ if (hasElse)
+ {
+ parent.Remove(nextBlock);
+
+ parentOfParent.AddAfter(block, nextBlock);
+ }
+
+ parentOfParent.Remove(parent);
+
+ block.TurnIntoElseIf();
+ }
+ }
+ }
+ }
+} \ No newline at end of file