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Use multiple dest operands for shader call instructions (#1975)

* Use multiple dest operands for shader call instructions

* Passing opNode is no longer needed
This commit is contained in:
gdkchan 2021-01-31 21:13:38 -03:00 committed by GitHub
parent f93089a64f
commit 053dcfdb05
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GPG key ID: 4AEE18F83AFDEB23
7 changed files with 40 additions and 45 deletions

View file

@ -32,7 +32,6 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
BranchIfFalse, BranchIfFalse,
BranchIfTrue, BranchIfTrue,
Call, Call,
CallOutArgument,
Ceiling, Ceiling,
Clamp, Clamp,
ClampU32, ClampU32,

View file

@ -1,4 +1,5 @@
using System; using System;
using System.Diagnostics;
namespace Ryujinx.Graphics.Shader.IntermediateRepresentation namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
{ {
@ -96,7 +97,27 @@ namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
Index = index; Index = index;
} }
public void AppendOperands(params Operand[] operands) public void AppendDests(Operand[] operands)
{
int startIndex = _dests.Length;
Array.Resize(ref _dests, startIndex + operands.Length);
for (int index = 0; index < operands.Length; index++)
{
Operand dest = operands[index];
if (dest != null && dest.Type == OperandType.LocalVariable)
{
Debug.Assert(dest.AsgOp == null);
dest.AsgOp = this;
}
_dests[startIndex + index] = dest;
}
}
public void AppendSources(Operand[] operands)
{ {
int startIndex = _sources.Length; int startIndex = _sources.Length;

View file

@ -51,9 +51,9 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
{ {
context.LeaveBlock(block, operation); context.LeaveBlock(block, operation);
} }
else if (operation.Inst != Instruction.CallOutArgument) else
{ {
AddOperation(context, opNode); AddOperation(context, operation);
} }
} }
} }
@ -68,32 +68,13 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
return context.Info; return context.Info;
} }
private static void AddOperation(StructuredProgramContext context, LinkedListNode<INode> opNode) private static void AddOperation(StructuredProgramContext context, Operation operation)
{ {
Operation operation = (Operation)opNode.Value;
Instruction inst = operation.Inst; Instruction inst = operation.Inst;
bool isCall = inst == Instruction.Call;
int sourcesCount = operation.SourcesCount; int sourcesCount = operation.SourcesCount;
int outDestsCount = operation.DestsCount != 0 ? operation.DestsCount - 1 : 0; int outDestsCount = operation.DestsCount != 0 ? operation.DestsCount - 1 : 0;
List<Operand> callOutOperands = new List<Operand>();
if (isCall)
{
LinkedListNode<INode> scan = opNode.Next;
while (scan != null && scan.Value is Operation nextOp && nextOp.Inst == Instruction.CallOutArgument)
{
callOutOperands.Add(nextOp.Dest);
scan = scan.Next;
}
sourcesCount += callOutOperands.Count;
}
IAstNode[] sources = new IAstNode[sourcesCount + outDestsCount]; IAstNode[] sources = new IAstNode[sourcesCount + outDestsCount];
for (int index = 0; index < operation.SourcesCount; index++) for (int index = 0; index < operation.SourcesCount; index++)
@ -101,16 +82,6 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
sources[index] = context.GetOperandUse(operation.GetSource(index)); sources[index] = context.GetOperandUse(operation.GetSource(index));
} }
if (isCall)
{
for (int index = 0; index < callOutOperands.Count; index++)
{
sources[operation.SourcesCount + index] = context.GetOperandDef(callOutOperands[index]);
}
callOutOperands.Clear();
}
for (int index = 0; index < outDestsCount; index++) for (int index = 0; index < outDestsCount; index++)
{ {
AstOperand oper = context.GetOperandDef(operation.GetDest(1 + index)); AstOperand oper = context.GetOperandDef(operation.GetDest(1 + index));

View file

@ -289,7 +289,6 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
case Instruction.AtomicSwap: case Instruction.AtomicSwap:
case Instruction.AtomicXor: case Instruction.AtomicXor:
case Instruction.Call: case Instruction.Call:
case Instruction.CallOutArgument:
return true; return true;
} }
} }
@ -306,7 +305,9 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
for (int index = 0; index < node.DestsCount; index++) for (int index = 0; index < node.DestsCount; index++)
{ {
if (node.GetDest(index).Type != OperandType.LocalVariable) Operand dest = node.GetDest(index);
if (dest != null && dest.Type != OperandType.LocalVariable)
{ {
return false; return false;
} }
@ -319,7 +320,9 @@ namespace Ryujinx.Graphics.Shader.Translation.Optimizations
{ {
for (int index = 0; index < node.DestsCount; index++) for (int index = 0; index < node.DestsCount; index++)
{ {
if (node.GetDest(index).UseOps.Count != 0) Operand dest = node.GetDest(index);
if (dest != null && dest.UseOps.Count != 0)
{ {
return false; return false;
} }

View file

@ -299,21 +299,23 @@ namespace Ryujinx.Graphics.Shader.Translation
var fru = frus[funcId.Value]; var fru = frus[funcId.Value];
Operand[] regs = new Operand[fru.InArguments.Length]; Operand[] inRegs = new Operand[fru.InArguments.Length];
for (int i = 0; i < fru.InArguments.Length; i++) for (int i = 0; i < fru.InArguments.Length; i++)
{ {
regs[i] = OperandHelper.Register(fru.InArguments[i]); inRegs[i] = OperandHelper.Register(fru.InArguments[i]);
} }
operation.AppendOperands(regs); operation.AppendSources(inRegs);
Operand[] outRegs = new Operand[1 + fru.OutArguments.Length];
for (int i = 0; i < fru.OutArguments.Length; i++) for (int i = 0; i < fru.OutArguments.Length; i++)
{ {
Operation callOutArgOp = new Operation(Instruction.CallOutArgument, OperandHelper.Register(fru.OutArguments[i])); outRegs[1 + i] = OperandHelper.Register(fru.OutArguments[i]);
node = block.Operations.AddAfter(node, callOutArgOp);
} }
operation.AppendDests(outRegs);
} }
} }
} }

View file

@ -120,7 +120,7 @@ namespace Ryujinx.Graphics.Shader.Translation
{ {
Operand dest = operation.GetDest(index); Operand dest = operation.GetDest(index);
if (dest.Type == OperandType.Register) if (dest != null && dest.Type == OperandType.Register)
{ {
Operand local = Local(); Operand local = Local();

View file

@ -88,7 +88,6 @@ namespace Ryujinx.Graphics.Shader.Translation
RegisterUsage.FixupCalls(cfg.Blocks, frus); RegisterUsage.FixupCalls(cfg.Blocks, frus);
Dominance.FindDominators(cfg); Dominance.FindDominators(cfg);
Dominance.FindDominanceFrontiers(cfg.Blocks); Dominance.FindDominanceFrontiers(cfg.Blocks);
Ssa.Rename(cfg.Blocks); Ssa.Rename(cfg.Blocks);