aboutsummaryrefslogtreecommitdiff
path: root/src/Ryujinx.Graphics.Shader/StructuredIr/StructuredProgramContext.cs
blob: 68bbdeb140ae069cf91980c88ac2dd3aa67b26f2 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.Translation;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;

using static Ryujinx.Graphics.Shader.StructuredIr.AstHelper;

namespace Ryujinx.Graphics.Shader.StructuredIr
{
    class StructuredProgramContext
    {
        private HashSet<BasicBlock> _loopTails;

        private Stack<(AstBlock Block, int CurrEndIndex, int LoopEndIndex)> _blockStack;

        private Dictionary<Operand, AstOperand> _localsMap;

        private Dictionary<int, AstAssignment> _gotoTempAsgs;

        private List<GotoStatement> _gotos;

        private AstBlock _currBlock;

        private int _currEndIndex;
        private int _loopEndIndex;

        public StructuredFunction CurrentFunction { get; private set; }

        public StructuredProgramInfo Info { get; }

        public ShaderConfig Config { get; }

        public StructuredProgramContext(ShaderConfig config)
        {
            Info = new StructuredProgramInfo();

            Config = config;

            if (config.GpPassthrough)
            {
                int passthroughAttributes = config.PassthroughAttributes;
                while (passthroughAttributes != 0)
                {
                    int index = BitOperations.TrailingZeroCount(passthroughAttributes);

                    Info.IoDefinitions.Add(new IoDefinition(StorageKind.Input, IoVariable.UserDefined, index));

                    passthroughAttributes &= ~(1 << index);
                }

                Info.IoDefinitions.Add(new IoDefinition(StorageKind.Input, IoVariable.Position));
                Info.IoDefinitions.Add(new IoDefinition(StorageKind.Input, IoVariable.PointSize));
                Info.IoDefinitions.Add(new IoDefinition(StorageKind.Input, IoVariable.ClipDistance));
            }
            else if (config.Stage == ShaderStage.Fragment)
            {
                // Potentially used for texture coordinate scaling.
                Info.IoDefinitions.Add(new IoDefinition(StorageKind.Input, IoVariable.FragmentCoord));
            }
        }

        public void EnterFunction(
            int blocksCount,
            string name,
            AggregateType returnType,
            AggregateType[] inArguments,
            AggregateType[] outArguments)
        {
            _loopTails = new HashSet<BasicBlock>();

            _blockStack = new Stack<(AstBlock, int, int)>();

            _localsMap = new Dictionary<Operand, AstOperand>();

            _gotoTempAsgs = new Dictionary<int, AstAssignment>();

            _gotos = new List<GotoStatement>();

            _currBlock = new AstBlock(AstBlockType.Main);

            _currEndIndex = blocksCount;
            _loopEndIndex = blocksCount;

            CurrentFunction = new StructuredFunction(_currBlock, name, returnType, inArguments, outArguments);
        }

        public void LeaveFunction()
        {
            Info.Functions.Add(CurrentFunction);
        }

        public void EnterBlock(BasicBlock block)
        {
            while (_currEndIndex == block.Index)
            {
                (_currBlock, _currEndIndex, _loopEndIndex) = _blockStack.Pop();
            }

            if (_gotoTempAsgs.TryGetValue(block.Index, out AstAssignment gotoTempAsg))
            {
                AddGotoTempReset(block, gotoTempAsg);
            }

            LookForDoWhileStatements(block);
        }

        public void LeaveBlock(BasicBlock block, Operation branchOp)
        {
            LookForIfStatements(block, branchOp);
        }

        private void LookForDoWhileStatements(BasicBlock block)
        {
            // Check if we have any predecessor whose index is greater than the
            // current block, this indicates a loop.
            bool done = false;

            foreach (BasicBlock predecessor in block.Predecessors.OrderByDescending(x => x.Index))
            {
                // If not a loop, break.
                if (predecessor.Index < block.Index)
                {
                    break;
                }

                // Check if we can create a do-while loop here (only possible if the loop end
                // falls inside the current scope), if not add a goto instead.
                if (predecessor.Index < _currEndIndex && !done)
                {
                    // Create do-while loop block. We must avoid inserting a goto at the end
                    // of the loop later, when the tail block is processed. So we add the predecessor
                    // to a list of loop tails to prevent it from being processed later.
                    Operation branchOp = (Operation)predecessor.GetLastOp();

                    NewBlock(AstBlockType.DoWhile, branchOp, predecessor.Index + 1);

                    _loopTails.Add(predecessor);

                    done = true;
                }
                else
                {
                    // Failed to create loop. Since this block is the loop head, we reset the
                    // goto condition variable here. The variable is always reset on the jump
                    // target, and this block is the jump target for some loop.
                    AddGotoTempReset(block, GetGotoTempAsg(block.Index));

                    break;
                }
            }
        }

        private void LookForIfStatements(BasicBlock block, Operation branchOp)
        {
            if (block.Branch == null)
            {
                return;
            }

            // We can only enclose the "if" when the branch lands before
            // the end of the current block. If the current enclosing block
            // is not a loop, then we can also do so if the branch lands
            // right at the end of the current block. When it is a loop,
            // this is not valid as the loop condition would be evaluated,
            // and it could erroneously jump back to the start of the loop.
            bool inRange =
                block.Branch.Index <  _currEndIndex ||
               (block.Branch.Index == _currEndIndex && block.Branch.Index < _loopEndIndex);

            bool isLoop = block.Branch.Index <= block.Index;

            if (inRange && !isLoop)
            {
                NewBlock(AstBlockType.If, branchOp, block.Branch.Index);
            }
            else if (!_loopTails.Contains(block))
            {
                AstAssignment gotoTempAsg = GetGotoTempAsg(block.Branch.Index);

                // We use DoWhile type here, as the condition should be true for
                // unconditional branches, or it should jump if the condition is true otherwise.
                IAstNode cond = GetBranchCond(AstBlockType.DoWhile, branchOp);

                AddNode(Assign(gotoTempAsg.Destination, cond));

                AstOperation branch = new AstOperation(branchOp.Inst);

                AddNode(branch);

                GotoStatement gotoStmt = new GotoStatement(branch, gotoTempAsg, isLoop);

                _gotos.Add(gotoStmt);
            }
        }

        private AstAssignment GetGotoTempAsg(int index)
        {
            if (_gotoTempAsgs.TryGetValue(index, out AstAssignment gotoTempAsg))
            {
                return gotoTempAsg;
            }

            AstOperand gotoTemp = NewTemp(AggregateType.Bool);

            gotoTempAsg = Assign(gotoTemp, Const(IrConsts.False));

            _gotoTempAsgs.Add(index, gotoTempAsg);

            return gotoTempAsg;
        }

        private void AddGotoTempReset(BasicBlock block, AstAssignment gotoTempAsg)
        {
            // If it was already added, we don't need to add it again.
            if (gotoTempAsg.Parent != null)
            {
                return;
            }

            AddNode(gotoTempAsg);

            // For block 0, we don't need to add the extra "reset" at the beginning,
            // because it is already the first node to be executed on the shader,
            // so it is reset to false by the "local" assignment anyway.
            if (block.Index != 0)
            {
                CurrentFunction.MainBlock.AddFirst(Assign(gotoTempAsg.Destination, Const(IrConsts.False)));
            }
        }

        private void NewBlock(AstBlockType type, Operation branchOp, int endIndex)
        {
            NewBlock(type, GetBranchCond(type, branchOp), endIndex);
        }

        private void NewBlock(AstBlockType type, IAstNode cond, int endIndex)
        {
            AstBlock childBlock = new AstBlock(type, cond);

            AddNode(childBlock);

            _blockStack.Push((_currBlock, _currEndIndex, _loopEndIndex));

            _currBlock    = childBlock;
            _currEndIndex = endIndex;

            if (type == AstBlockType.DoWhile)
            {
                _loopEndIndex = endIndex;
            }
        }

        private IAstNode GetBranchCond(AstBlockType type, Operation branchOp)
        {
            IAstNode cond;

            if (branchOp.Inst == Instruction.Branch)
            {
                // If the branch is not conditional, the condition is a constant.
                // For if it's false (always jump over, if block never executed).
                // For loops it's always true (always loop).
                cond = Const(type == AstBlockType.If ? IrConsts.False : IrConsts.True);
            }
            else
            {
                cond = GetOperand(branchOp.GetSource(0));

                Instruction invInst = type == AstBlockType.If
                    ? Instruction.BranchIfTrue
                    : Instruction.BranchIfFalse;

                if (branchOp.Inst == invInst)
                {
                    cond = new AstOperation(Instruction.LogicalNot, cond);
                }
            }

            return cond;
        }

        public void AddNode(IAstNode node)
        {
            _currBlock.Add(node);
        }

        public GotoStatement[] GetGotos()
        {
            return _gotos.ToArray();
        }

        public AstOperand NewTemp(AggregateType type)
        {
            AstOperand newTemp = Local(type);

            CurrentFunction.Locals.Add(newTemp);

            return newTemp;
        }

        public AstOperand GetOperand(Operand operand)
        {
            if (operand == null)
            {
                return null;
            }

            if (operand.Type != OperandType.LocalVariable)
            {
                if (operand.Type == OperandType.ConstantBuffer)
                {
                    Config.SetUsedConstantBuffer(operand.GetCbufSlot());
                }

                return new AstOperand(operand);
            }

            if (!_localsMap.TryGetValue(operand, out AstOperand astOperand))
            {
                astOperand = new AstOperand(operand);

                _localsMap.Add(operand, astOperand);

                CurrentFunction.Locals.Add(astOperand);
            }

            return astOperand;
        }
    }
}