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Fix exception on shader translator when adding goto temp variable

This commit is contained in:
gdkchan 2019-12-24 17:52:16 -03:00 committed by Thog
parent 82957fa96b
commit a718b60d06

View file

@ -78,13 +78,19 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
foreach (BasicBlock predecessor in block.Predecessors.OrderByDescending(x => x.Index)) foreach (BasicBlock predecessor in block.Predecessors.OrderByDescending(x => x.Index))
{ {
// If not a loop, break.
if (predecessor.Index < block.Index) if (predecessor.Index < block.Index)
{ {
break; 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) 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(); Operation branchOp = (Operation)predecessor.GetLastOp();
NewBlock(AstBlockType.DoWhile, branchOp, predecessor.Index + 1); NewBlock(AstBlockType.DoWhile, branchOp, predecessor.Index + 1);
@ -95,6 +101,9 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
} }
else 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)); AddGotoTempReset(block, GetGotoTempAsg(block.Index));
break; break;
@ -129,6 +138,8 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
{ {
AstAssignment gotoTempAsg = GetGotoTempAsg(block.Branch.Index); 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); IAstNode cond = GetBranchCond(AstBlockType.DoWhile, branchOp);
AddNode(Assign(gotoTempAsg.Destination, cond)); AddNode(Assign(gotoTempAsg.Destination, cond));
@ -161,6 +172,12 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
private void AddGotoTempReset(BasicBlock block, AstAssignment 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); AddNode(gotoTempAsg);
// For block 0, we don't need to add the extra "reset" at the beginning, // For block 0, we don't need to add the extra "reset" at the beginning,
@ -200,6 +217,9 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
if (branchOp.Inst == Instruction.Branch) 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); cond = Const(type == AstBlockType.If ? IrConsts.False : IrConsts.True);
} }
else else