Use a program counter to control shaders' flow

This commit is contained in:
ReinUsesLisp 2018-08-19 01:32:07 -03:00
parent 056c2840b1
commit 67fb356e9f
2 changed files with 135 additions and 171 deletions

View file

@ -158,15 +158,15 @@ namespace Ryujinx.Graphics.Gal.Shader
if (BlocksB != null)
{
PrintBlockScope(Blocks[0], null, null, "void " + GlslDecl.ProgramAName + "()", IdentationStr);
PrintBlockScope(Blocks, "bb_a");
SB.AppendLine();
PrintBlockScope(BlocksB[0], null, null, "void " + GlslDecl.ProgramBName + "()", IdentationStr);
PrintBlockScope(BlocksB, "bb_b");
}
else
{
PrintBlockScope(Blocks[0], null, null, "void " + GlslDecl.ProgramName + "()", IdentationStr);
PrintBlockScope(Blocks, "bb");
}
SB.AppendLine();
@ -241,7 +241,7 @@ namespace Ryujinx.Graphics.Gal.Shader
{
if (Decl.ShaderType == GalShaderType.Vertex)
{
SB.AppendLine("layout (std140) uniform " + GlslDecl.ExtraUniformBlockName + "{");
SB.AppendLine("layout (std140) uniform " + GlslDecl.ExtraUniformBlockName + " {");
SB.AppendLine(IdentationStr + "vec2 " + GlslDecl.FlipUniformName + ";");
@ -417,14 +417,16 @@ namespace Ryujinx.Graphics.Gal.Shader
}
}
SB.AppendLine(IdentationStr + "uint pc;");
if (BlocksB != null)
{
SB.AppendLine(IdentationStr + GlslDecl.ProgramAName + "();");
SB.AppendLine(IdentationStr + GlslDecl.ProgramBName + "();");
PrintProgram(Blocks, "bb_a");
PrintProgram(BlocksB, "bb_b");
}
else
{
SB.AppendLine(IdentationStr + GlslDecl.ProgramName + "();");
PrintProgram(Blocks, "bb");
}
if (Decl.ShaderType != GalShaderType.Geometry)
@ -435,6 +437,37 @@ namespace Ryujinx.Graphics.Gal.Shader
SB.AppendLine("}");
}
private void PrintProgram(ShaderIrBlock[] Blocks, string Name)
{
string Ident1 = IdentationStr;
string Ident2 = Ident1 + IdentationStr;
string Ident3 = Ident2 + IdentationStr;
string Ident4 = Ident3 + IdentationStr;
SB.AppendLine(Ident1 + "pc = " + GetBlockPosition(Blocks[0]) + ";");
SB.AppendLine(Ident1 + "do {");
SB.AppendLine(Ident2 + "switch (pc) {");
foreach (ShaderIrBlock Block in Blocks)
{
string FunctionName = Block.Position.ToString("x8");
SB.AppendLine(Ident3 + "case 0x" + FunctionName + ": pc = " + Name + "_" + FunctionName + "(); break;");
}
SB.AppendLine(Ident3 + "default:");
SB.AppendLine(Ident4 + "pc = 0;");
SB.AppendLine(Ident4 + "break;");
SB.AppendLine(Ident2 + "}");
SB.AppendLine(Ident1 + "} while (pc != 0);");
}
private void PrintAttrToOutput(string Identation = IdentationStr)
{
foreach (KeyValuePair<int, ShaderDeclInfo> KV in Decl.OutAttributes)
@ -468,193 +501,112 @@ namespace Ryujinx.Graphics.Gal.Shader
}
}
private void PrintBlockScope(
ShaderIrBlock Block,
ShaderIrBlock EndBlock,
ShaderIrBlock LoopBlock,
string ScopeName,
string Identation,
bool IsDoWhile = false)
private void PrintBlockScope(ShaderIrBlock[] Blocks, string Name)
{
string UpIdent = Identation.Substring(0, Identation.Length - IdentationStr.Length);
foreach (ShaderIrBlock Block in Blocks)
{
SB.AppendLine("uint " + Name + "_" + Block.Position.ToString("x8") + "() {");
if (IsDoWhile)
{
SB.AppendLine(UpIdent + "do {");
}
else
{
SB.AppendLine(UpIdent + ScopeName + " {");
}
PrintNodes(Block, Block.GetNodes());
while (Block != null && Block != EndBlock)
{
ShaderIrNode[] Nodes = Block.GetNodes();
Block = PrintNodes(Block, EndBlock, LoopBlock, Identation, Nodes);
}
if (IsDoWhile)
{
SB.AppendLine(UpIdent + "} " + ScopeName + ";");
}
else
{
SB.AppendLine(UpIdent + "}");
SB.AppendLine("}" + Environment.NewLine);
}
}
private ShaderIrBlock PrintNodes(
ShaderIrBlock Block,
ShaderIrBlock EndBlock,
ShaderIrBlock LoopBlock,
string Identation,
params ShaderIrNode[] Nodes)
private void PrintNode(ShaderIrBlock Block, ShaderIrNode Node, string Identation)
{
/*
* Notes about control flow and if-else/loop generation:
* The code assumes that the program has sane control flow,
* that is, there's no jumps to a location after another jump or
* jump target (except for the end of an if-else block), and backwards
* jumps to a location before the last loop dominator.
* Such cases needs to be transformed on a step before the GLSL code
* generation to ensure that we have sane graphs to work with.
* TODO: Such transformation is not yet implemented.
*/
string NewIdent = Identation + IdentationStr;
ShaderIrBlock LoopTail = GetLoopTailBlock(Block);
if (LoopTail != null && LoopBlock != Block)
if (Node is ShaderIrCond Cond)
{
//Shoock! kuma shock! We have a loop here!
//The entire sequence needs to be inside a do-while block.
ShaderIrBlock LoopEnd = GetDownBlock(LoopTail);
string IfExpr = GetSrcExpr(Cond.Pred, true);
PrintBlockScope(Block, LoopEnd, Block, "while (false)", NewIdent, IsDoWhile: true);
return LoopEnd;
}
foreach (ShaderIrNode Node in Nodes)
{
if (Node is ShaderIrCond Cond)
if (Cond.Not)
{
string IfExpr = GetSrcExpr(Cond.Pred, true);
if (Cond.Not)
{
IfExpr = "!(" + IfExpr + ")";
}
if (Cond.Child is ShaderIrOp Op && Op.Inst == ShaderIrInst.Bra)
{
//Branch is a loop branch and would result in infinite recursion.
if (Block.Branch.Position <= Block.Position)
{
SB.AppendLine(Identation + "if (" + IfExpr + ") {");
SB.AppendLine(Identation + IdentationStr + "continue;");
SB.AppendLine(Identation + "}");
continue;
}
string SubScopeName = "if (!" + IfExpr + ")";
PrintBlockScope(Block.Next, Block.Branch, LoopBlock, SubScopeName, NewIdent);
ShaderIrBlock IfElseEnd = GetUpBlock(Block.Branch).Branch;
if (IfElseEnd?.Position > Block.Branch.Position)
{
PrintBlockScope(Block.Branch, IfElseEnd, LoopBlock, "else", NewIdent);
return IfElseEnd;
}
return Block.Branch;
}
else
{
SB.AppendLine(Identation + "if (" + IfExpr + ") {");
PrintNodes(Block, EndBlock, LoopBlock, NewIdent, Cond.Child);
SB.AppendLine(Identation + "}");
}
IfExpr = "!(" + IfExpr + ")";
}
else if (Node is ShaderIrAsg Asg)
{
if (IsValidOutOper(Asg.Dst))
{
string Expr = GetSrcExpr(Asg.Src, true);
Expr = GetExprWithCast(Asg.Dst, Asg.Src, Expr);
SB.AppendLine(Identation + "if (" + IfExpr + ") {");
SB.AppendLine(Identation + GetDstOperName(Asg.Dst) + " = " + Expr + ";");
}
}
else if (Node is ShaderIrOp Op)
if (Cond.Child is ShaderIrOp Op && Op.Inst == ShaderIrInst.Bra)
{
if (Op.Inst == ShaderIrInst.Bra)
{
if (Block.Branch.Position <= Block.Position)
{
SB.AppendLine(Identation + "continue;");
}
}
else if (Op.Inst == ShaderIrInst.Emit)
{
PrintAttrToOutput(Identation);
SB.AppendLine(Identation + "EmitVertex();");
}
else
{
SB.AppendLine(Identation + GetSrcExpr(Op, true) + ";");
}
}
else if (Node is ShaderIrCmnt Cmnt)
{
SB.AppendLine(Identation + "// " + Cmnt.Comment);
SB.AppendLine(Identation + IdentationStr + "return " + GetBlockPosition(Block.Branch) + ";");
}
else
{
throw new InvalidOperationException();
PrintNode(Block, Cond.Child, Identation + IdentationStr);
}
SB.AppendLine(Identation + "}");
}
else if (Node is ShaderIrAsg Asg)
{
if (IsValidOutOper(Asg.Dst))
{
string Expr = GetSrcExpr(Asg.Src, true);
Expr = GetExprWithCast(Asg.Dst, Asg.Src, Expr);
SB.AppendLine(Identation + GetDstOperName(Asg.Dst) + " = " + Expr + ";");
}
}
return Block.Next;
}
private ShaderIrBlock GetUpBlock(ShaderIrBlock Block)
{
return Blocks.FirstOrDefault(x => x.EndPosition == Block.Position);
}
private ShaderIrBlock GetDownBlock(ShaderIrBlock Block)
{
return Blocks.FirstOrDefault(x => x.Position == Block.EndPosition);
}
private ShaderIrBlock GetLoopTailBlock(ShaderIrBlock LoopHead)
{
ShaderIrBlock Tail = null;
foreach (ShaderIrBlock Block in LoopHead.Sources)
else if (Node is ShaderIrOp Op)
{
if (Block.Position >= LoopHead.Position)
if (Op.Inst == ShaderIrInst.Bra)
{
if (Tail == null || Tail.Position < Block.Position)
SB.AppendLine(Identation + "return " + GetBlockPosition(Block.Branch) + ";");
}
else if (Op.Inst == ShaderIrInst.Emit)
{
PrintAttrToOutput(Identation);
SB.AppendLine(Identation + "EmitVertex();");
}
else
{
SB.AppendLine(Identation + GetSrcExpr(Op, true) + ";");
}
}
else if (Node is ShaderIrCmnt Cmnt)
{
SB.AppendLine(Identation + "// " + Cmnt.Comment);
}
else
{
throw new InvalidOperationException();
}
}
private void PrintNodes(ShaderIrBlock Block, ShaderIrNode[] Nodes)
{
foreach (ShaderIrNode Node in Nodes)
{
PrintNode(Block, Node, IdentationStr);
}
if (Nodes.Length > 0)
{
ShaderIrNode Last = Nodes[Nodes.Length - 1];
bool TailBranch = false;
if (Last is ShaderIrOp Op)
{
switch (Op.Inst)
{
Tail = Block;
case ShaderIrInst.Bra:
case ShaderIrInst.Exit:
case ShaderIrInst.Kil:
TailBranch = true;
break;
}
}
}
return Tail;
if (!TailBranch)
{
SB.AppendLine(IdentationStr + "// Jump to next block");
SB.AppendLine(IdentationStr + "return " + GetBlockPosition(Block.Next) + ";");
}
}
}
private bool IsValidOutOper(ShaderIrNode Node)
@ -961,7 +913,7 @@ namespace Ryujinx.Graphics.Gal.Shader
private string GetCnumExpr(ShaderIrOp Op) => GetUnaryCall(Op, "!isnan");
private string GetExitExpr(ShaderIrOp Op) => "return";
private string GetExitExpr(ShaderIrOp Op) => "return 0";
private string GetFcosExpr(ShaderIrOp Op) => GetUnaryCall(Op, "cos");
@ -1306,5 +1258,17 @@ namespace Ryujinx.Graphics.Gal.Shader
throw new ArgumentException(nameof(Node));
}
private static string GetBlockPosition(ShaderIrBlock Block)
{
if (Block != null)
{
return "0x" + Block.Position.ToString("x8") + "u";
}
else
{
return "0u";
}
}
}
}

View file

@ -157,7 +157,7 @@ namespace Ryujinx.Graphics.Gal.Shader
{
int Offset = ((int)(OpCode >> 20) << 8) >> 8;
long Target = Position + Offset;
long Target = Position + Offset - Beginning;
DbgOpCode += " (0x" + Target.ToString("x16") + ")";
}