mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-21 14:25:54 +01:00
49f970d5bd
* Add support for CAL and RET shader instructions * Remove unused stuff * Fix a bug that could cause the wrong values to be passed to a function * Avoid repopulating function id dictionary every time * PR feedback * Fix vertex shader A/B merge
95 lines
3.0 KiB
C#
95 lines
3.0 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(ControlFlowGraph cfg)
|
|
{
|
|
BasicBlock Intersect(BasicBlock block1, BasicBlock block2)
|
|
{
|
|
while (block1 != block2)
|
|
{
|
|
while (cfg.PostOrderMap[block1.Index] < cfg.PostOrderMap[block2.Index])
|
|
{
|
|
block1 = block1.ImmediateDominator;
|
|
}
|
|
|
|
while (cfg.PostOrderMap[block2.Index] < cfg.PostOrderMap[block1.Index])
|
|
{
|
|
block2 = block2.ImmediateDominator;
|
|
}
|
|
}
|
|
|
|
return block1;
|
|
}
|
|
|
|
cfg.Blocks[0].ImmediateDominator = cfg.Blocks[0];
|
|
|
|
bool modified;
|
|
|
|
do
|
|
{
|
|
modified = false;
|
|
|
|
for (int blkIndex = cfg.PostOrderBlocks.Length - 2; blkIndex >= 0; blkIndex--)
|
|
{
|
|
BasicBlock block = cfg.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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |