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jinx/Ryujinx.Graphics/Shader/Translation/Optimizations/Optimizer.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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5.2 KiB
C#

using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using System.Collections.Generic;
using System.Linq;
namespace Ryujinx.Graphics.Shader.Translation.Optimizations
{
static class Optimizer
{
public static void Optimize(BasicBlock[] blocks)
{
bool modified;
do
{
modified = false;
for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
{
BasicBlock block = blocks[blkIndex];
LinkedListNode<INode> node = block.Operations.First;
while (node != null)
{
LinkedListNode<INode> nextNode = node.Next;
bool isUnused = IsUnused(node.Value);
if (!(node.Value is Operation operation) || isUnused)
{
if (isUnused)
{
RemoveNode(block, node);
modified = true;
}
node = nextNode;
continue;
}
ConstantFolding.Fold(operation);
Simplification.Simplify(operation);
if (DestIsLocalVar(operation))
{
if (operation.Inst == Instruction.Copy)
{
PropagateCopy(operation);
RemoveNode(block, node);
modified = true;
}
else if (operation.Inst == Instruction.PackHalf2x16 && PropagatePack(operation))
{
if (operation.Dest.UseOps.Count == 0)
{
RemoveNode(block, node);
}
modified = true;
}
}
node = nextNode;
}
if (BranchElimination.Eliminate(block))
{
RemoveNode(block, block.Operations.Last);
modified = true;
}
}
}
while (modified);
}
private static void PropagateCopy(Operation copyOp)
{
//Propagate copy source operand to all uses of
//the destination operand.
Operand dest = copyOp.Dest;
Operand src = copyOp.GetSource(0);
INode[] uses = dest.UseOps.ToArray();
foreach (INode useNode in uses)
{
for (int index = 0; index < useNode.SourcesCount; index++)
{
if (useNode.GetSource(index) == dest)
{
useNode.SetSource(index, src);
}
}
}
}
private static bool PropagatePack(Operation packOp)
{
//Propagate pack source operands to uses by unpack
//instruction. The source depends on the unpack instruction.
bool modified = false;
Operand dest = packOp.Dest;
Operand src0 = packOp.GetSource(0);
Operand src1 = packOp.GetSource(1);
INode[] uses = dest.UseOps.ToArray();
foreach (INode useNode in uses)
{
if (!(useNode is Operation operation) || operation.Inst != Instruction.UnpackHalf2x16)
{
continue;
}
if (operation.GetSource(0) == dest)
{
operation.TurnIntoCopy(operation.ComponentIndex == 1 ? src1 : src0);
modified = true;
}
}
return modified;
}
private static void RemoveNode(BasicBlock block, LinkedListNode<INode> llNode)
{
//Remove a node from the nodes list, and also remove itself
//from all the use lists on the operands that this node uses.
block.Operations.Remove(llNode);
Queue<INode> nodes = new Queue<INode>();
nodes.Enqueue(llNode.Value);
while (nodes.TryDequeue(out INode node))
{
for (int index = 0; index < node.SourcesCount; index++)
{
Operand src = node.GetSource(index);
if (src.Type != OperandType.LocalVariable)
{
continue;
}
if (src.UseOps.Remove(node) && src.UseOps.Count == 0)
{
nodes.Enqueue(src.AsgOp);
}
}
}
}
private static bool IsUnused(INode node)
{
return DestIsLocalVar(node) && node.Dest.UseOps.Count == 0;
}
private static bool DestIsLocalVar(INode node)
{
return node.Dest != null && node.Dest.Type == OperandType.LocalVariable;
}
}
}