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https://github.com/starr-dusT/yuzu-mainline
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shader: Abstract breadth searches and use the abstraction
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@ -27,6 +27,7 @@ add_library(shader_recompiler STATIC
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frontend/ir/attribute.h
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frontend/ir/basic_block.cpp
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frontend/ir/basic_block.h
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frontend/ir/breadth_first_search.h
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frontend/ir/condition.cpp
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frontend/ir/condition.h
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frontend/ir/flow_test.cpp
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57
src/shader_recompiler/frontend/ir/breadth_first_search.h
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57
src/shader_recompiler/frontend/ir/breadth_first_search.h
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@ -0,0 +1,57 @@
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <optional>
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#include <type_traits>
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#include <queue>
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#include <boost/container/small_vector.hpp>
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#include "shader_recompiler/frontend/ir/microinstruction.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::IR {
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template <typename Pred>
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auto BreadthFirstSearch(const Value& value, Pred&& pred)
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-> std::invoke_result_t<Pred, const Inst*> {
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if (value.IsImmediate()) {
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// Nothing to do with immediates
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return std::nullopt;
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}
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// Breadth-first search visiting the right most arguments first
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// Small vector has been determined from shaders in Super Smash Bros. Ultimate
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boost::container::small_vector<const Inst*, 2> visited;
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std::queue<const Inst*> queue;
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queue.push(value.InstRecursive());
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while (!queue.empty()) {
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// Pop one instruction from the queue
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const Inst* const inst{queue.front()};
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queue.pop();
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if (const std::optional result = pred(inst)) {
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// This is the instruction we were looking for
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return result;
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}
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// Visit the right most arguments first
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for (size_t arg = inst->NumArgs(); arg--;) {
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const Value arg_value{inst->Arg(arg)};
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if (arg_value.IsImmediate()) {
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continue;
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}
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// Queue instruction if it hasn't been visited
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const Inst* const arg_inst{arg_value.InstRecursive()};
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if (std::ranges::find(visited, arg_inst) == visited.end()) {
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visited.push_back(arg_inst);
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queue.push(arg_inst);
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}
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}
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}
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// SSA tree has been traversed and the result hasn't been found
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return std::nullopt;
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}
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} // namespace Shader::IR
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@ -12,6 +12,7 @@
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#include <boost/container/small_vector.hpp>
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#include "shader_recompiler/frontend/ir/basic_block.h"
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#include "shader_recompiler/frontend/ir/breadth_first_search.h"
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#include "shader_recompiler/frontend/ir/ir_emitter.h"
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#include "shader_recompiler/frontend/ir/microinstruction.h"
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#include "shader_recompiler/ir_opt/passes.h"
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@ -219,15 +220,17 @@ std::optional<LowAddrInfo> TrackLowAddress(IR::Inst* inst) {
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};
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}
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/// Tries to get the storage buffer out of a constant buffer read instruction
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std::optional<StorageBufferAddr> TryGetStorageBuffer(const IR::Inst* inst, const Bias* bias) {
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/// Tries to track the storage buffer address used by a global memory instruction
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std::optional<StorageBufferAddr> Track(const IR::Value& value, const Bias* bias) {
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const auto pred{[bias](const IR::Inst* inst) -> std::optional<StorageBufferAddr> {
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if (inst->Opcode() != IR::Opcode::GetCbufU32) {
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return std::nullopt;
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}
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const IR::Value index{inst->Arg(0)};
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const IR::Value offset{inst->Arg(1)};
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if (!index.IsImmediate()) {
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// Definitely not a storage buffer if it's read from a non-immediate index
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// Definitely not a storage buffer if it's read from a
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// non-immediate index
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return std::nullopt;
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}
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if (!offset.IsImmediate()) {
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@ -239,48 +242,13 @@ std::optional<StorageBufferAddr> TryGetStorageBuffer(const IR::Inst* inst, const
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.offset{offset.U32()},
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};
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if (bias && !MeetsBias(storage_buffer, *bias)) {
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// We have to blacklist some addresses in case we wrongly point to them
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// We have to blacklist some addresses in case we wrongly
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// point to them
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return std::nullopt;
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}
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return storage_buffer;
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}
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/// Tries to track the storage buffer address used by a global memory instruction
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std::optional<StorageBufferAddr> Track(const IR::Value& value, const Bias* bias) {
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if (value.IsImmediate()) {
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// Nothing to do with immediates
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return std::nullopt;
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}
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// Breadth-first search visiting the right most arguments first
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// Small vector has been determined from shaders in Super Smash Bros. Ultimate
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small_vector<const IR::Inst*, 2> visited;
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std::queue<const IR::Inst*> queue;
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queue.push(value.InstRecursive());
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while (!queue.empty()) {
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// Pop one instruction from the queue
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const IR::Inst* const inst{queue.front()};
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queue.pop();
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if (const std::optional<StorageBufferAddr> result = TryGetStorageBuffer(inst, bias)) {
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// This is the instruction we were looking for
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return result;
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}
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// Visit the right most arguments first
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for (size_t arg = inst->NumArgs(); arg--;) {
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const IR::Value arg_value{inst->Arg(arg)};
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if (arg_value.IsImmediate()) {
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continue;
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}
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// Queue instruction if it hasn't been visited
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const IR::Inst* const arg_inst{arg_value.InstRecursive()};
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if (std::ranges::find(visited, arg_inst) == visited.end()) {
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visited.push_back(arg_inst);
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queue.push(arg_inst);
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}
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}
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}
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// SSA tree has been traversed and the origin hasn't been found
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return std::nullopt;
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}};
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return BreadthFirstSearch(value, pred);
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}
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/// Collects the storage buffer used by a global memory instruction and the instruction itself
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@ -2,13 +2,14 @@
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <optional>
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#include <boost/container/flat_set.hpp>
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#include <boost/container/small_vector.hpp>
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#include "shader_recompiler/environment.h"
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#include "shader_recompiler/frontend/ir/basic_block.h"
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#include "shader_recompiler/frontend/ir/breadth_first_search.h"
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#include "shader_recompiler/frontend/ir/ir_emitter.h"
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#include "shader_recompiler/ir_opt/passes.h"
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#include "shader_recompiler/shader_info.h"
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@ -28,9 +29,6 @@ struct TextureInst {
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using TextureInstVector = boost::container::small_vector<TextureInst, 24>;
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using VisitedBlocks = boost::container::flat_set<IR::Block*, std::less<IR::Block*>,
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boost::container::small_vector<IR::Block*, 2>>;
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IR::Opcode IndexedInstruction(const IR::Inst& inst) {
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switch (inst.Opcode()) {
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case IR::Opcode::BindlessImageSampleImplicitLod:
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@ -101,14 +99,10 @@ bool IsTextureInstruction(const IR::Inst& inst) {
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return IndexedInstruction(inst) != IR::Opcode::Void;
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}
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std::optional<ConstBufferAddr> Track(IR::Block* block, const IR::Value& value,
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VisitedBlocks& visited) {
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if (value.IsImmediate()) {
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// Immediates can't be a storage buffer
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std::optional<ConstBufferAddr> TryGetConstBuffer(const IR::Inst* inst) {
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if (inst->Opcode() != IR::Opcode::GetCbufU32) {
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return std::nullopt;
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}
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const IR::Inst* const inst{value.InstRecursive()};
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if (inst->Opcode() == IR::Opcode::GetCbufU32) {
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const IR::Value index{inst->Arg(0)};
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const IR::Value offset{inst->Arg(1)};
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if (!index.IsImmediate()) {
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@ -125,33 +119,15 @@ std::optional<ConstBufferAddr> Track(IR::Block* block, const IR::Value& value,
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.offset{offset.U32()},
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};
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}
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// Reversed loops are more likely to find the right result
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for (size_t arg = inst->NumArgs(); arg--;) {
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IR::Block* inst_block{block};
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if (inst->Opcode() == IR::Opcode::Phi) {
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// If we are going through a phi node, mark the current block as visited
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visited.insert(block);
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// and skip already visited blocks to avoid looping forever
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IR::Block* const phi_block{inst->PhiBlock(arg)};
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if (visited.contains(phi_block)) {
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// Already visited, skip
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continue;
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}
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inst_block = phi_block;
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}
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const std::optional storage_buffer{Track(inst_block, inst->Arg(arg), visited)};
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if (storage_buffer) {
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return *storage_buffer;
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}
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}
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return std::nullopt;
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std::optional<ConstBufferAddr> Track(const IR::Value& value) {
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return IR::BreadthFirstSearch(value, TryGetConstBuffer);
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}
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TextureInst MakeInst(Environment& env, IR::Block* block, IR::Inst& inst) {
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ConstBufferAddr addr;
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if (IsBindless(inst)) {
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VisitedBlocks visited;
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const std::optional<ConstBufferAddr> track_addr{Track(block, inst.Arg(0), visited)};
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const std::optional<ConstBufferAddr> track_addr{Track(inst.Arg(0))};
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if (!track_addr) {
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throw NotImplementedException("Failed to track bindless texture constant buffer");
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}
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