Ryujinx-uplift/Ryujinx.Graphics/Shader/Translation/Dominance.cs
gdkchan 6b23a2c125 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
2019-04-18 09:57:08 +10:00

127 lines
3.9 KiB
C#

using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Shader.Translation
{
static class Dominance
{
//Those methods are an implementation of the algorithms on "A Simple, Fast Dominance Algorithm".
//https://www.cs.rice.edu/~keith/EMBED/dom.pdf
public static void FindDominators(BasicBlock entry, int blocksCount)
{
HashSet<BasicBlock> visited = new HashSet<BasicBlock>();
Stack<BasicBlock> blockStack = new Stack<BasicBlock>();
List<BasicBlock> postOrderBlocks = new List<BasicBlock>(blocksCount);
int[] postOrderMap = new int[blocksCount];
visited.Add(entry);
blockStack.Push(entry);
while (blockStack.TryPop(out BasicBlock block))
{
if (block.Next != null && visited.Add(block.Next))
{
blockStack.Push(block);
blockStack.Push(block.Next);
}
else if (block.Branch != null && visited.Add(block.Branch))
{
blockStack.Push(block);
blockStack.Push(block.Branch);
}
else
{
postOrderMap[block.Index] = postOrderBlocks.Count;
postOrderBlocks.Add(block);
}
}
BasicBlock Intersect(BasicBlock block1, BasicBlock block2)
{
while (block1 != block2)
{
while (postOrderMap[block1.Index] < postOrderMap[block2.Index])
{
block1 = block1.ImmediateDominator;
}
while (postOrderMap[block2.Index] < postOrderMap[block1.Index])
{
block2 = block2.ImmediateDominator;
}
}
return block1;
}
entry.ImmediateDominator = entry;
bool modified;
do
{
modified = false;
for (int blkIndex = postOrderBlocks.Count - 2; blkIndex >= 0; blkIndex--)
{
BasicBlock block = postOrderBlocks[blkIndex];
BasicBlock newIDom = null;
foreach (BasicBlock predecessor in block.Predecessors)
{
if (predecessor.ImmediateDominator != null)
{
if (newIDom != null)
{
newIDom = Intersect(predecessor, newIDom);
}
else
{
newIDom = predecessor;
}
}
}
if (block.ImmediateDominator != newIDom)
{
block.ImmediateDominator = newIDom;
modified = true;
}
}
}
while (modified);
}
public static void FindDominanceFrontiers(BasicBlock[] blocks)
{
for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
{
BasicBlock block = blocks[blkIndex];
if (block.Predecessors.Count < 2)
{
continue;
}
for (int pBlkIndex = 0; pBlkIndex < block.Predecessors.Count; pBlkIndex++)
{
BasicBlock current = block.Predecessors[pBlkIndex];
while (current != block.ImmediateDominator)
{
current.DominanceFrontiers.Add(block);
current = current.ImmediateDominator;
}
}
}
}
}
}