Ryujinx-uplift/Ryujinx.Graphics/Shader/StructuredIr/AstBlock.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

116 lines
2.7 KiB
C#

using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using System;
using System.Collections;
using System.Collections.Generic;
using static Ryujinx.Graphics.Shader.StructuredIr.AstHelper;
namespace Ryujinx.Graphics.Shader.StructuredIr
{
class AstBlock : AstNode, IEnumerable<IAstNode>
{
public AstBlockType Type { get; private set; }
private IAstNode _condition;
public IAstNode Condition
{
get
{
return _condition;
}
set
{
RemoveUse(_condition, this);
AddUse(value, this);
_condition = value;
}
}
private LinkedList<IAstNode> _nodes;
public IAstNode First => _nodes.First?.Value;
public int Count => _nodes.Count;
public AstBlock(AstBlockType type, IAstNode condition = null)
{
Type = type;
Condition = condition;
_nodes = new LinkedList<IAstNode>();
}
public void Add(IAstNode node)
{
Add(node, _nodes.AddLast(node));
}
public void AddFirst(IAstNode node)
{
Add(node, _nodes.AddFirst(node));
}
public void AddBefore(IAstNode next, IAstNode node)
{
Add(node, _nodes.AddBefore(next.LLNode, node));
}
public void AddAfter(IAstNode prev, IAstNode node)
{
Add(node, _nodes.AddAfter(prev.LLNode, node));
}
private void Add(IAstNode node, LinkedListNode<IAstNode> newNode)
{
if (node.Parent != null)
{
throw new ArgumentException("Node already belongs to a block.");
}
node.Parent = this;
node.LLNode = newNode;
}
public void Remove(IAstNode node)
{
_nodes.Remove(node.LLNode);
node.Parent = null;
node.LLNode = null;
}
public void AndCondition(IAstNode cond)
{
Condition = new AstOperation(Instruction.LogicalAnd, Condition, cond);
}
public void OrCondition(IAstNode cond)
{
Condition = new AstOperation(Instruction.LogicalOr, Condition, cond);
}
public void TurnIntoIf(IAstNode cond)
{
Condition = cond;
Type = AstBlockType.If;
}
public void TurnIntoElseIf()
{
Type = AstBlockType.ElseIf;
}
public IEnumerator<IAstNode> GetEnumerator()
{
return _nodes.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
}
}