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// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <memory>
#include <vector>
#include "shader_recompiler/frontend/ir/basic_block.h"
#include "shader_recompiler/frontend/ir/post_order.h"
#include "shader_recompiler/frontend/ir/structured_control_flow.h"
#include "shader_recompiler/frontend/maxwell/program.h"
#include "shader_recompiler/frontend/maxwell/translate/translate.h"
#include "shader_recompiler/ir_opt/passes.h"
namespace Shader::Maxwell {
namespace {
IR::BlockList TranslateCode(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Block>& block_pool,
Environment& env, Flow::Function& cfg_function) {
const size_t num_blocks{cfg_function.blocks.size()};
std::vector<IR::Block*> blocks(cfg_function.blocks.size());
std::ranges::for_each(cfg_function.blocks, [&, i = size_t{0}](auto& cfg_block) mutable {
const u32 begin{cfg_block.begin.Offset()};
const u32 end{cfg_block.end.Offset()};
blocks[i] = block_pool.Create(inst_pool, begin, end);
cfg_block.ir = blocks[i];
++i;
});
std::ranges::for_each(cfg_function.blocks, [&, i = size_t{0}](auto& cfg_block) mutable {
IR::Block* const block{blocks[i]};
++i;
if (cfg_block.end_class != Flow::EndClass::Branch) {
block->SetReturn();
} else if (cfg_block.cond == IR::Condition{true}) {
block->SetBranch(cfg_block.branch_true->ir);
} else if (cfg_block.cond == IR::Condition{false}) {
block->SetBranch(cfg_block.branch_false->ir);
} else {
block->SetBranches(cfg_block.cond, cfg_block.branch_true->ir,
cfg_block.branch_false->ir);
}
});
return IR::VisitAST(inst_pool, block_pool, blocks,
[&](IR::Block* block) { Translate(env, block); });
}
} // Anonymous namespace
IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Block>& block_pool,
Environment& env, Flow::CFG& cfg) {
IR::Program program;
auto& functions{program.functions};
functions.reserve(cfg.Functions().size());
for (Flow::Function& cfg_function : cfg.Functions()) {
functions.push_back(IR::Function{
.blocks{TranslateCode(inst_pool, block_pool, env, cfg_function)},
.post_order_blocks{},
});
}
Optimization::LowerFp16ToFp32(program);
for (IR::Function& function : functions) {
function.post_order_blocks = PostOrder(function.blocks);
Optimization::SsaRewritePass(function.post_order_blocks);
}
Optimization::GlobalMemoryToStorageBufferPass(program);
Optimization::TexturePass(env, program);
for (IR::Function& function : functions) {
Optimization::PostOrderInvoke(Optimization::ConstantPropagationPass, function);
Optimization::PostOrderInvoke(Optimization::DeadCodeEliminationPass, function);
Optimization::IdentityRemovalPass(function);
Optimization::VerificationPass(function);
}
Optimization::CollectShaderInfoPass(program);
return program;
}
} // namespace Shader::Maxwell
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