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jinx/Ryujinx.Graphics/Shader/StructuredIr/AstBlockVisitor.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

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1.8 KiB
C#

using System;
using System.Collections.Generic;
using static Ryujinx.Graphics.Shader.StructuredIr.AstHelper;
namespace Ryujinx.Graphics.Shader.StructuredIr
{
class AstBlockVisitor
{
public AstBlock Block { get; private set; }
public class BlockVisitationEventArgs : EventArgs
{
public AstBlock Block { get; }
public BlockVisitationEventArgs(AstBlock block)
{
Block = block;
}
}
public event EventHandler<BlockVisitationEventArgs> BlockEntered;
public event EventHandler<BlockVisitationEventArgs> BlockLeft;
public AstBlockVisitor(AstBlock mainBlock)
{
Block = mainBlock;
}
public IEnumerable<IAstNode> Visit()
{
IAstNode node = Block.First;
while (node != null)
{
//We reached a child block, visit the nodes inside.
while (node is AstBlock childBlock)
{
Block = childBlock;
node = childBlock.First;
BlockEntered?.Invoke(this, new BlockVisitationEventArgs(Block));
}
//Node may be null, if the block is empty.
if (node != null)
{
IAstNode next = Next(node);
yield return node;
node = next;
}
//We reached the end of the list, go up on tree to the parent blocks.
while (node == null && Block.Type != AstBlockType.Main)
{
BlockLeft?.Invoke(this, new BlockVisitationEventArgs(Block));
node = Next(Block);
Block = Block.Parent;
}
}
}
}
}