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ryujinx-final/Ryujinx.Graphics/Shader/Decoders/Decoder.cs

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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
2019-04-17 23:57:08 +00:00
using Ryujinx.Graphics.Gal;
using Ryujinx.Graphics.Shader.Instructions;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Reflection.Emit;
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
namespace Ryujinx.Graphics.Shader.Decoders
{
static class Decoder
{
private const long HeaderSize = 0x50;
private delegate object OpActivator(InstEmitter emitter, ulong address, long opCode);
private static ConcurrentDictionary<Type, OpActivator> _opActivators;
static Decoder()
{
_opActivators = new ConcurrentDictionary<Type, OpActivator>();
}
public static Block[] Decode(IGalMemory memory, ulong address)
{
List<Block> blocks = new List<Block>();
Queue<Block> workQueue = new Queue<Block>();
Dictionary<ulong, Block> visited = new Dictionary<ulong, Block>();
Block GetBlock(ulong blkAddress)
{
if (!visited.TryGetValue(blkAddress, out Block block))
{
block = new Block(blkAddress);
workQueue.Enqueue(block);
visited.Add(blkAddress, block);
}
return block;
}
ulong startAddress = address + HeaderSize;
GetBlock(startAddress);
while (workQueue.TryDequeue(out Block currBlock))
{
// Check if the current block is inside another block.
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
2019-04-17 23:57:08 +00:00
if (BinarySearch(blocks, currBlock.Address, out int nBlkIndex))
{
Block nBlock = blocks[nBlkIndex];
if (nBlock.Address == currBlock.Address)
{
throw new InvalidOperationException("Found duplicate block address on the list.");
}
nBlock.Split(currBlock);
blocks.Insert(nBlkIndex + 1, currBlock);
continue;
}
// If we have a block after the current one, set the limit address.
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
2019-04-17 23:57:08 +00:00
ulong limitAddress = ulong.MaxValue;
if (nBlkIndex != blocks.Count)
{
Block nBlock = blocks[nBlkIndex];
int nextIndex = nBlkIndex + 1;
if (nBlock.Address < currBlock.Address && nextIndex < blocks.Count)
{
limitAddress = blocks[nextIndex].Address;
}
else if (nBlock.Address > currBlock.Address)
{
limitAddress = blocks[nBlkIndex].Address;
}
}
FillBlock(memory, currBlock, limitAddress, startAddress);
if (currBlock.OpCodes.Count != 0)
{
foreach (OpCodeSsy ssyOp in currBlock.SsyOpCodes)
{
GetBlock(ssyOp.GetAbsoluteAddress());
}
// Set child blocks. "Branch" is the block the branch instruction
// points to (when taken), "Next" is the block at the next address,
// executed when the branch is not taken. For Unconditional Branches
// or end of program, Next is null.
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
2019-04-17 23:57:08 +00:00
OpCode lastOp = currBlock.GetLastOp();
if (lastOp is OpCodeBranch op)
{
currBlock.Branch = GetBlock(op.GetAbsoluteAddress());
}
if (!IsUnconditionalBranch(lastOp))
{
currBlock.Next = GetBlock(currBlock.EndAddress);
}
}
// Insert the new block on the list (sorted by address).
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
2019-04-17 23:57:08 +00:00
if (blocks.Count != 0)
{
Block nBlock = blocks[nBlkIndex];
blocks.Insert(nBlkIndex + (nBlock.Address < currBlock.Address ? 1 : 0), currBlock);
}
else
{
blocks.Add(currBlock);
}
}
foreach (Block ssyBlock in blocks.Where(x => x.SsyOpCodes.Count != 0))
{
for (int ssyIndex = 0; ssyIndex < ssyBlock.SsyOpCodes.Count; ssyIndex++)
{
PropagateSsy(visited, ssyBlock, ssyIndex);
}
}
return blocks.ToArray();
}
private static bool BinarySearch(List<Block> blocks, ulong address, out int index)
{
index = 0;
int left = 0;
int right = blocks.Count - 1;
while (left <= right)
{
int size = right - left;
int middle = left + (size >> 1);
Block block = blocks[middle];
index = middle;
if (address >= block.Address && address < block.EndAddress)
{
return true;
}
if (address < block.Address)
{
right = middle - 1;
}
else
{
left = middle + 1;
}
}
return false;
}
private static void FillBlock(
IGalMemory memory,
Block block,
ulong limitAddress,
ulong startAddress)
{
ulong address = block.Address;
do
{
if (address >= limitAddress)
{
break;
}
// Ignore scheduling instructions, which are written every 32 bytes.
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
2019-04-17 23:57:08 +00:00
if (((address - startAddress) & 0x1f) == 0)
{
address += 8;
continue;
}
uint word0 = (uint)memory.ReadInt32((long)(address + 0));
uint word1 = (uint)memory.ReadInt32((long)(address + 4));
ulong opAddress = address;
address += 8;
long opCode = word0 | (long)word1 << 32;
(InstEmitter emitter, Type opCodeType) = OpCodeTable.GetEmitter(opCode);
if (emitter == null)
{
// TODO: Warning, illegal encoding.
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
2019-04-17 23:57:08 +00:00
continue;
}
OpCode op = MakeOpCode(opCodeType, emitter, opAddress, opCode);
block.OpCodes.Add(op);
}
while (!IsBranch(block.GetLastOp()));
block.EndAddress = address;
block.UpdateSsyOpCodes();
}
private static bool IsUnconditionalBranch(OpCode opCode)
{
return IsUnconditional(opCode) && IsBranch(opCode);
}
private static bool IsUnconditional(OpCode opCode)
{
if (opCode is OpCodeExit op && op.Condition != Condition.Always)
{
return false;
}
return opCode.Predicate.Index == RegisterConsts.PredicateTrueIndex && !opCode.InvertPredicate;
}
private static bool IsBranch(OpCode opCode)
{
return (opCode is OpCodeBranch && opCode.Emitter != InstEmit.Ssy) ||
opCode is OpCodeSync ||
opCode is OpCodeExit;
}
private static OpCode MakeOpCode(Type type, InstEmitter emitter, ulong address, long opCode)
{
if (type == null)
{
throw new ArgumentNullException(nameof(type));
}
OpActivator createInstance = _opActivators.GetOrAdd(type, CacheOpActivator);
return (OpCode)createInstance(emitter, address, opCode);
}
private static OpActivator CacheOpActivator(Type type)
{
Type[] argTypes = new Type[] { typeof(InstEmitter), typeof(ulong), typeof(long) };
DynamicMethod mthd = new DynamicMethod($"Make{type.Name}", type, argTypes);
ILGenerator generator = mthd.GetILGenerator();
generator.Emit(OpCodes.Ldarg_0);
generator.Emit(OpCodes.Ldarg_1);
generator.Emit(OpCodes.Ldarg_2);
generator.Emit(OpCodes.Newobj, type.GetConstructor(argTypes));
generator.Emit(OpCodes.Ret);
return (OpActivator)mthd.CreateDelegate(typeof(OpActivator));
}
private struct PathBlockState
{
public Block Block { get; }
private enum RestoreType
{
None,
PopSsy,
PushSync
}
private RestoreType _restoreType;
private ulong _restoreValue;
public bool ReturningFromVisit => _restoreType != RestoreType.None;
public PathBlockState(Block block)
{
Block = block;
_restoreType = RestoreType.None;
_restoreValue = 0;
}
public PathBlockState(int oldSsyStackSize)
{
Block = null;
_restoreType = RestoreType.PopSsy;
_restoreValue = (ulong)oldSsyStackSize;
}
public PathBlockState(ulong syncAddress)
{
Block = null;
_restoreType = RestoreType.PushSync;
_restoreValue = syncAddress;
}
public void RestoreStackState(Stack<ulong> ssyStack)
{
if (_restoreType == RestoreType.PushSync)
{
ssyStack.Push(_restoreValue);
}
else if (_restoreType == RestoreType.PopSsy)
{
while (ssyStack.Count > (uint)_restoreValue)
{
ssyStack.Pop();
}
}
}
}
private static void PropagateSsy(Dictionary<ulong, Block> blocks, Block ssyBlock, int ssyIndex)
{
OpCodeSsy ssyOp = ssyBlock.SsyOpCodes[ssyIndex];
Stack<PathBlockState> workQueue = new Stack<PathBlockState>();
HashSet<Block> visited = new HashSet<Block>();
Stack<ulong> ssyStack = new Stack<ulong>();
void Push(PathBlockState pbs)
{
if (pbs.Block == null || visited.Add(pbs.Block))
{
workQueue.Push(pbs);
}
}
Push(new PathBlockState(ssyBlock));
while (workQueue.TryPop(out PathBlockState pbs))
{
if (pbs.ReturningFromVisit)
{
pbs.RestoreStackState(ssyStack);
continue;
}
Block current = pbs.Block;
int ssyOpCodesCount = current.SsyOpCodes.Count;
if (ssyOpCodesCount != 0)
{
Push(new PathBlockState(ssyStack.Count));
for (int index = ssyIndex; index < ssyOpCodesCount; index++)
{
ssyStack.Push(current.SsyOpCodes[index].GetAbsoluteAddress());
}
}
ssyIndex = 0;
if (current.Next != null)
{
Push(new PathBlockState(current.Next));
}
if (current.Branch != null)
{
Push(new PathBlockState(current.Branch));
}
else if (current.GetLastOp() is OpCodeSync op)
{
ulong syncAddress = ssyStack.Pop();
if (ssyStack.Count == 0)
{
ssyStack.Push(syncAddress);
op.Targets.Add(ssyOp, op.Targets.Count);
ssyOp.Syncs.TryAdd(op, Local());
}
else
{
Push(new PathBlockState(syncAddress));
Push(new PathBlockState(blocks[syncAddress]));
}
}
}
}
}
}