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Rewrite shader decoding stage (#2698)
* Rewrite shader decoding stage * Fix P2R constant buffer encoding * Fix PSET/PSETP * PR feedback * Log unimplemented shader instructions * Implement NOP * Remove using * PR feedback
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168 changed files with 12022 additions and 6388 deletions
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using Ryujinx.Graphics.Shader.Decoders;
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using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.Translation;
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using System.Collections.Generic;
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using System.Linq;
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using static Ryujinx.Graphics.Shader.Instructions.InstEmitHelper;
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using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
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namespace Ryujinx.Graphics.Shader.Instructions
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{
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static partial class InstEmit
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{
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public static void Bra(EmitterContext context)
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{
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EmitBranch(context, context.CurrBlock.Branch.Address);
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}
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public static void Brk(EmitterContext context)
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{
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EmitBrkOrSync(context);
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}
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public static void Brx(EmitterContext context)
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{
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OpCodeBranchIndir op = (OpCodeBranchIndir)context.CurrOp;
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if (op.PossibleTargets.Count == 0)
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{
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context.Config.GpuAccessor.Log($"Failed to find targets for BRX instruction at 0x{op.Address:X}.");
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return;
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}
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int offset = (int)op.Address + 8 + op.Offset;
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Operand address = context.IAdd(Register(op.Ra), Const(offset));
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// Sorting the target addresses in descending order improves the code,
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// since it will always check the most distant targets first, then the
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// near ones. This can be easily transformed into if/else statements.
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IOrderedEnumerable<Block> sortedTargets = op.PossibleTargets.OrderByDescending(x => x.Address);
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Block lastTarget = sortedTargets.LastOrDefault();
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foreach (Block possibleTarget in sortedTargets)
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{
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Operand label = context.GetLabel(possibleTarget.Address);
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if (possibleTarget != lastTarget)
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{
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context.BranchIfTrue(label, context.ICompareEqual(address, Const((int)possibleTarget.Address)));
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}
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else
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{
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context.Branch(label);
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}
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}
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}
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public static void Cal(EmitterContext context)
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{
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OpCodeBranch op = (OpCodeBranch)context.CurrOp;
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context.Call(context.GetFunctionId(op.GetAbsoluteAddress()), false);
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}
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public static void Depbar(EmitterContext context)
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{
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}
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public static void Exit(EmitterContext context)
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{
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if (context.IsNonMain)
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{
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context.Config.GpuAccessor.Log("Invalid exit on non-main function.");
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return;
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}
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OpCodeExit op = (OpCodeExit)context.CurrOp;
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// TODO: Figure out how this is supposed to work in the
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// presence of other condition codes.
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if (op.Condition == Condition.Always)
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{
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context.Return();
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}
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}
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public static void Kil(EmitterContext context)
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{
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context.Discard();
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}
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public static void Nop(EmitterContext context)
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{
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}
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public static void Pbk(EmitterContext context)
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{
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EmitPbkOrSsy(context);
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}
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public static void Ret(EmitterContext context)
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{
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if (context.IsNonMain)
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{
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context.Return();
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}
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else
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{
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context.Config.GpuAccessor.Log("Invalid return on main function.");
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}
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}
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public static void Ssy(EmitterContext context)
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{
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EmitPbkOrSsy(context);
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}
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public static void Sync(EmitterContext context)
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{
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EmitBrkOrSync(context);
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}
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private static void EmitPbkOrSsy(EmitterContext context)
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{
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OpCodePush op = (OpCodePush)context.CurrOp;
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foreach (KeyValuePair<OpCodeBranchPop, Operand> kv in op.PopOps)
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{
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OpCodeBranchPop opSync = kv.Key;
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Operand local = kv.Value;
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int pushOpIndex = opSync.Targets[op];
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context.Copy(local, Const(pushOpIndex));
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}
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}
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private static void EmitBrkOrSync(EmitterContext context)
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{
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OpCodeBranchPop op = (OpCodeBranchPop)context.CurrOp;
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if (op.Targets.Count == 1)
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{
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// If we have only one target, then the SSY/PBK is basically
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// a branch, we can produce better codegen for this case.
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OpCodePush pushOp = op.Targets.Keys.First();
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EmitBranch(context, pushOp.GetAbsoluteAddress());
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}
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else
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{
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// TODO: Support CC here aswell (condition).
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foreach (KeyValuePair<OpCodePush, int> kv in op.Targets)
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{
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OpCodePush pushOp = kv.Key;
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Operand label = context.GetLabel(pushOp.GetAbsoluteAddress());
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Operand local = pushOp.PopOps[op];
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int pushOpIndex = kv.Value;
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context.BranchIfTrue(label, context.ICompareEqual(local, Const(pushOpIndex)));
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}
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}
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}
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private static void EmitBranch(EmitterContext context, ulong address)
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{
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OpCode op = context.CurrOp;
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// If we're branching to the next instruction, then the branch
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// is useless and we can ignore it.
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if (address == op.Address + 8)
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{
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return;
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}
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Operand label = context.GetLabel(address);
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Operand pred = Register(op.Predicate);
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if (op is OpCodeConditional opCond && opCond.Condition != Condition.Always)
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{
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Operand cond = GetCondition(context, opCond.Condition);
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if (op.Predicate.IsPT)
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{
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pred = cond;
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}
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else if (op.InvertPredicate)
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{
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pred = context.BitwiseAnd(context.BitwiseNot(pred), cond);
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}
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else
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{
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pred = context.BitwiseAnd(pred, cond);
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}
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context.BranchIfTrue(label, pred);
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}
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else if (op.Predicate.IsPT)
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{
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context.Branch(label);
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}
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else if (op.InvertPredicate)
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{
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context.BranchIfFalse(label, pred);
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}
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else
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{
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context.BranchIfTrue(label, pred);
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}
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}
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private static Operand GetCondition(EmitterContext context, Condition cond)
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{
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// TODO: More condition codes, figure out how they work.
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switch (cond)
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{
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case Condition.Equal:
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case Condition.EqualUnordered:
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return GetZF();
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case Condition.NotEqual:
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case Condition.NotEqualUnordered:
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return context.BitwiseNot(GetZF());
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}
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return Const(IrConsts.True);
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}
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}
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}
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