using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using System.Collections.Generic;
using System.Linq;
namespace Ryujinx.Graphics.Shader.Translation.Optimizations
{
static class Optimizer
public static void Optimize(BasicBlock[] blocks, ShaderStage stage)
for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
GlobalToStorage.RunPass(blocks[blkIndex], stage);
}
bool modified;
do
modified = false;
BasicBlock block = blocks[blkIndex];
LinkedListNode<INode> node = block.Operations.First;
while (node != null)
LinkedListNode<INode> nextNode = node.Next;
bool isUnused = IsUnused(node.Value);
if (!(node.Value is Operation operation) || isUnused)
if (isUnused)
RemoveNode(block, node);
modified = true;
node = nextNode;
continue;
ConstantFolding.RunPass(operation);
Simplification.RunPass(operation);
if (DestIsLocalVar(operation))
if (operation.Inst == Instruction.Copy)
PropagateCopy(operation);
else if (operation.Inst == Instruction.PackHalf2x16 && PropagatePack(operation))
if (operation.Dest.UseOps.Count == 0)
if (BranchElimination.RunPass(block))
RemoveNode(block, block.Operations.Last);
while (modified);
private static void PropagateCopy(Operation copyOp)
// Propagate copy source operand to all uses of
// the destination operand.
Operand dest = copyOp.Dest;
Operand src = copyOp.GetSource(0);
INode[] uses = dest.UseOps.ToArray();
foreach (INode useNode in uses)
for (int index = 0; index < useNode.SourcesCount; index++)
if (useNode.GetSource(index) == dest)
useNode.SetSource(index, src);
private static bool PropagatePack(Operation packOp)
// Propagate pack source operands to uses by unpack
// instruction. The source depends on the unpack instruction.
bool modified = false;
Operand dest = packOp.Dest;
Operand src0 = packOp.GetSource(0);
Operand src1 = packOp.GetSource(1);
if (!(useNode is Operation operation) || operation.Inst != Instruction.UnpackHalf2x16)
if (operation.GetSource(0) == dest)
operation.TurnIntoCopy(operation.ComponentIndex == 1 ? src1 : src0);
return modified;
private static void RemoveNode(BasicBlock block, LinkedListNode<INode> llNode)
// Remove a node from the nodes list, and also remove itself
// from all the use lists on the operands that this node uses.
block.Operations.Remove(llNode);
Queue<INode> nodes = new Queue<INode>();
nodes.Enqueue(llNode.Value);
while (nodes.TryDequeue(out INode node))
for (int index = 0; index < node.SourcesCount; index++)
Operand src = node.GetSource(index);
if (src.Type != OperandType.LocalVariable)
if (src.UseOps.Remove(node) && src.UseOps.Count == 0)
nodes.Enqueue(src.AsgOp);
private static bool IsUnused(INode node)
return DestIsLocalVar(node) && node.Dest.UseOps.Count == 0;
private static bool DestIsLocalVar(INode node)
return node.Dest != null && node.Dest.Type == OperandType.LocalVariable;