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-rw-r--r--src/video_core/shader/decode.cpp39
1 files changed, 23 insertions, 16 deletions
diff --git a/src/video_core/shader/decode.cpp b/src/video_core/shader/decode.cpp
index 2c9ff28f2..7f433c56b 100644
--- a/src/video_core/shader/decode.cpp
+++ b/src/video_core/shader/decode.cpp
@@ -11,6 +11,7 @@
#include "common/common_types.h"
#include "video_core/engines/shader_bytecode.h"
#include "video_core/engines/shader_header.h"
+#include "video_core/shader/control_flow.h"
#include "video_core/shader/node_helper.h"
#include "video_core/shader/shader_ir.h"
@@ -51,25 +52,31 @@ constexpr bool IsSchedInstruction(u32 offset, u32 main_offset) {
void ShaderIR::Decode() {
std::memcpy(&header, program_code.data(), sizeof(Tegra::Shader::Header));
- std::set<u32> labels;
- const ExitMethod exit_method = Scan(main_offset, MAX_PROGRAM_LENGTH, labels);
- if (exit_method != ExitMethod::AlwaysEnd) {
- UNREACHABLE_MSG("Program does not always end");
- }
-
- if (labels.empty()) {
- basic_blocks.insert({main_offset, DecodeRange(main_offset, MAX_PROGRAM_LENGTH)});
+ ShaderCharacteristics shader_info{};
+ bool can_proceed = ScanFlow(program_code, MAX_PROGRAM_LENGTH, main_offset, shader_info);
+ if (can_proceed) {
+ coverage_begin = shader_info.start;
+ coverage_end = shader_info.end;
+ if (shader_info.decompilable) {
+ return;
+ }
+ // we can't decompile it, fallback to standard method
+ for (const auto& block : shader_info.blocks) {
+ basic_blocks.insert({block.start, DecodeRange(block.start, block.end + 1)});
+ }
return;
}
-
- labels.insert(main_offset);
-
- for (const u32 label : labels) {
- const auto next_it = labels.lower_bound(label + 1);
- const u32 next_label = next_it == labels.end() ? MAX_PROGRAM_LENGTH : *next_it;
-
- basic_blocks.insert({label, DecodeRange(label, next_label)});
+ LOG_CRITICAL(HW_GPU, "Flow Analysis failed, falling back to brute force compiling");
+
+ // Now we need to deal with an undecompilable shader. We need to brute force
+ // a shader that captures every position.
+ coverage_begin = shader_info.start;
+ const u32 shader_end = static_cast<u32>(MAX_PROGRAM_LENGTH);
+ coverage_end = shader_end;
+ for (u32 label = main_offset; label < shader_end; label++) {
+ basic_blocks.insert({label, DecodeRange(label, label + 1)});
}
+ return;
}
ExitMethod ShaderIR::Scan(u32 begin, u32 end, std::set<u32>& labels) {