mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-27 05:25:46 +00:00
b9aa3966c0
interpreter, and a rewrite of the GPU code.
266 lines
No EOL
8.3 KiB
C#
266 lines
No EOL
8.3 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Ryujinx.Graphics.Gal.Shader
|
|
{
|
|
static class ShaderOptExprProp
|
|
{
|
|
private struct UseSite
|
|
{
|
|
public object Parent;
|
|
|
|
public int OperIndex;
|
|
|
|
public UseSite(object Parent, int OperIndex)
|
|
{
|
|
this.Parent = Parent;
|
|
this.OperIndex = OperIndex;
|
|
}
|
|
}
|
|
|
|
private class RegUse
|
|
{
|
|
public ShaderIrAsg Asg { get; private set; }
|
|
|
|
public int AsgIndex { get; private set; }
|
|
|
|
private bool Propagate;
|
|
|
|
private List<UseSite> Sites;
|
|
|
|
public RegUse()
|
|
{
|
|
Sites = new List<UseSite>();
|
|
}
|
|
|
|
public void AddUseSite(UseSite Site)
|
|
{
|
|
Sites.Add(Site);
|
|
}
|
|
|
|
public bool TryPropagate()
|
|
{
|
|
//This happens when a untiliazied register is used,
|
|
//this usually indicates a decoding error, but may also
|
|
//be cased by bogus programs (?). In any case, we just
|
|
//keep the unitialized access and avoid trying to propagate
|
|
//the expression (since we can't propagate what doesn't yet exist).
|
|
if (Asg == null || !Propagate)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (Sites.Count > 0)
|
|
{
|
|
foreach (UseSite Site in Sites)
|
|
{
|
|
if (Site.Parent is ShaderIrCond Cond)
|
|
{
|
|
switch (Site.OperIndex)
|
|
{
|
|
case 0: Cond.Pred = Asg.Src; break;
|
|
case 1: Cond.Child = Asg.Src; break;
|
|
|
|
default: throw new InvalidOperationException();
|
|
}
|
|
}
|
|
else if (Site.Parent is ShaderIrOp Op)
|
|
{
|
|
switch (Site.OperIndex)
|
|
{
|
|
case 0: Op.OperandA = Asg.Src; break;
|
|
case 1: Op.OperandB = Asg.Src; break;
|
|
case 2: Op.OperandC = Asg.Src; break;
|
|
|
|
default: throw new InvalidOperationException();
|
|
}
|
|
}
|
|
else if (Site.Parent is ShaderIrAsg SiteAsg)
|
|
{
|
|
SiteAsg.Src = Asg.Src;
|
|
}
|
|
else
|
|
{
|
|
throw new InvalidOperationException();
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public void SetNewAsg(ShaderIrAsg Asg, int AsgIndex, bool Propagate)
|
|
{
|
|
this.Asg = Asg;
|
|
this.AsgIndex = AsgIndex;
|
|
this.Propagate = Propagate;
|
|
|
|
Sites.Clear();
|
|
}
|
|
}
|
|
|
|
public static void Optimize(List<ShaderIrNode> Nodes, GalShaderType ShaderType)
|
|
{
|
|
Dictionary<int, RegUse> Uses = new Dictionary<int, RegUse>();
|
|
|
|
RegUse GetUse(int Key)
|
|
{
|
|
RegUse Use;
|
|
|
|
if (!Uses.TryGetValue(Key, out Use))
|
|
{
|
|
Use = new RegUse();
|
|
|
|
Uses.Add(Key, Use);
|
|
}
|
|
|
|
return Use;
|
|
}
|
|
|
|
int GetGprKey(int GprIndex)
|
|
{
|
|
return GprIndex;
|
|
}
|
|
|
|
int GetPredKey(int PredIndex)
|
|
{
|
|
return PredIndex | 0x10000000;
|
|
}
|
|
|
|
RegUse GetGprUse(int GprIndex)
|
|
{
|
|
return GetUse(GetGprKey(GprIndex));
|
|
}
|
|
|
|
RegUse GetPredUse(int PredIndex)
|
|
{
|
|
return GetUse(GetPredKey(PredIndex));
|
|
}
|
|
|
|
void FindRegUses(List<(int, UseSite)> UseList, object Parent, ShaderIrNode Node, int OperIndex = 0)
|
|
{
|
|
if (Node is ShaderIrAsg Asg)
|
|
{
|
|
FindRegUses(UseList, Asg, Asg.Src);
|
|
}
|
|
else if (Node is ShaderIrCond Cond)
|
|
{
|
|
FindRegUses(UseList, Cond, Cond.Pred, 0);
|
|
FindRegUses(UseList, Cond, Cond.Child, 1);
|
|
}
|
|
else if (Node is ShaderIrOp Op)
|
|
{
|
|
FindRegUses(UseList, Op, Op.OperandA, 0);
|
|
FindRegUses(UseList, Op, Op.OperandB, 1);
|
|
FindRegUses(UseList, Op, Op.OperandC, 2);
|
|
}
|
|
else if (Node is ShaderIrOperGpr Gpr && Gpr.Index != ShaderIrOperGpr.ZRIndex)
|
|
{
|
|
UseList.Add((GetGprKey(Gpr.Index), new UseSite(Parent, OperIndex)));
|
|
}
|
|
else if (Node is ShaderIrOperPred Pred)
|
|
{
|
|
UseList.Add((GetPredKey(Pred.Index), new UseSite(Parent, OperIndex)));
|
|
}
|
|
}
|
|
|
|
void TryAddRegUseSite(ShaderIrNode Node)
|
|
{
|
|
List<(int, UseSite)> UseList = new List<(int, UseSite)>();
|
|
|
|
FindRegUses(UseList, null, Node);
|
|
|
|
foreach ((int Key, UseSite Site) in UseList)
|
|
{
|
|
GetUse(Key).AddUseSite(Site);
|
|
}
|
|
}
|
|
|
|
bool TryPropagate(RegUse Use)
|
|
{
|
|
//We can only propagate if the registers that the expression depends
|
|
//on weren't assigned after the original expression assignment
|
|
//to a register took place. We traverse the expression tree to find
|
|
//all registers being used, if any of those registers was assigned
|
|
//after the assignment to be propagated, then we can't propagate.
|
|
if (Use?.Asg == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
List<(int, UseSite)> UseList = new List<(int, UseSite)>();
|
|
|
|
FindRegUses(UseList, Use.Asg, Use.Asg.Src);
|
|
|
|
foreach ((int Key, UseSite Site) in UseList)
|
|
{
|
|
if (GetUse(Key).AsgIndex >= Use.AsgIndex)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return Use.TryPropagate();
|
|
}
|
|
|
|
for (int Index = 0, AsgIndex = 0; Index < Nodes.Count; Index++, AsgIndex++)
|
|
{
|
|
ShaderIrNode Node = Nodes[Index];
|
|
|
|
bool IsConditional = Node is ShaderIrCond;
|
|
|
|
TryAddRegUseSite(Node);
|
|
|
|
while (Node is ShaderIrCond Cond)
|
|
{
|
|
Node = Cond.Child;
|
|
}
|
|
|
|
if (!(Node is ShaderIrAsg Asg))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
RegUse Use = null;
|
|
|
|
if (Asg.Dst is ShaderIrOperGpr Gpr && Gpr.Index != ShaderIrOperGpr.ZRIndex)
|
|
{
|
|
Use = GetGprUse(Gpr.Index);
|
|
}
|
|
else if (Asg.Dst is ShaderIrOperPred Pred)
|
|
{
|
|
Use = GetPredUse(Pred.Index);
|
|
}
|
|
|
|
if (!IsConditional && TryPropagate(Use))
|
|
{
|
|
Nodes.Remove(Use.Asg);
|
|
|
|
Index--;
|
|
}
|
|
|
|
//All nodes inside conditional nodes can't be propagated,
|
|
//as we don't even know if they will be executed to begin with.
|
|
Use?.SetNewAsg(Asg, AsgIndex, !IsConditional);
|
|
}
|
|
|
|
foreach (RegUse Use in Uses.Values)
|
|
{
|
|
//Gprs 0-3 are the color output on fragment shaders,
|
|
//so we can't remove the last assignments to those registers.
|
|
if (ShaderType == GalShaderType.Fragment)
|
|
{
|
|
if (Use.Asg?.Dst is ShaderIrOperGpr Gpr && Gpr.Index < 4)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (TryPropagate(Use))
|
|
{
|
|
Nodes.Remove(Use.Asg);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |