0
0
Fork 0

Fix branch with CC and predicate, and a case of SYNC propagation (#967)

This commit is contained in:
jduncanator 2020-03-06 11:09:49 +11:00 committed by GitHub
parent 68e15c1a74
commit 54501962f6
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
2 changed files with 40 additions and 5 deletions

View file

@ -390,7 +390,14 @@ namespace Ryujinx.Graphics.Shader.Decoders
void Push(PathBlockState pbs)
{
if (pbs.Block == null || visited.Add(pbs.Block))
// When block is null, this means we are pushing a restore operation.
// Restore operations are used to undo the work done inside a block
// when we return from it, for example it pops addresses pushed by
// SSY/PBK instructions inside the block, and pushes addresses poped
// by SYNC/BRK.
// For blocks, if it's already visited, we just ignore to avoid going
// around in circles and getting stuck here.
if (pbs.Block == null || !visited.Contains(pbs.Block))
{
workQueue.Push(pbs);
}
@ -409,6 +416,14 @@ namespace Ryujinx.Graphics.Shader.Decoders
Block current = pbs.Block;
// If the block was already processed, we just ignore it, otherwise
// we would push the same child blocks of an already processed block,
// and go around in circles until memory is exhausted.
if (!visited.Add(current))
{
continue;
}
int pushOpsCount = current.PushOpCodes.Count;
if (pushOpsCount != 0)
@ -434,7 +449,9 @@ namespace Ryujinx.Graphics.Shader.Decoders
}
else if (current.GetLastOp() is OpCodeBranchIndir brIndir)
{
foreach (Block possibleTarget in brIndir.PossibleTargets)
// By adding them in descending order (sorted by address), we process the blocks
// in order (of ascending address), since we work with a LIFO.
foreach (Block possibleTarget in brIndir.PossibleTargets.OrderByDescending(x => x.Address))
{
Push(new PathBlockState(possibleTarget));
}
@ -453,6 +470,10 @@ namespace Ryujinx.Graphics.Shader.Decoders
}
else
{
// First we push the target address (this will be used to push the
// address back into the SSY/PBK stack when we return from that block),
// then we push the block itself into the work "queue" (well, it's a stack)
// for processing.
Push(new PathBlockState(targetAddress));
Push(new PathBlockState(blocks[targetAddress]));
}

View file

@ -145,10 +145,24 @@ namespace Ryujinx.Graphics.Shader.Instructions
if (op is OpCodeBranch opBranch && opBranch.Condition != Condition.Always)
{
pred = context.BitwiseAnd(pred, GetCondition(context, opBranch.Condition));
}
Operand cond = GetCondition(context, opBranch.Condition);
if (op.Predicate.IsPT)
if (op.Predicate.IsPT)
{
pred = cond;
}
else if (op.InvertPredicate)
{
pred = context.BitwiseAnd(context.BitwiseNot(pred), cond);
}
else
{
pred = context.BitwiseAnd(pred, cond);
}
context.BranchIfTrue(label, pred);
}
else if (op.Predicate.IsPT)
{
context.Branch(label);
}