shadPS4/src/shader_recompiler/frontend/control_flow_graph.cpp
TheTurtle 718ade970f video_core: Add depth buffer support and fix some bugs (#172)
* memory: Avoid crash when alignment is zero

* Also remove unused file

* shader_recompiler: Add more instructions

* Also fix some minor issues with a few existing instructions

* control_flow: Don't emit discard for null exports

* renderer_vulkan: Add depth buffer support

* liverpool: Fix wrong color buffer number type and viewport zscale

* Also add some more formats
2024-06-07 16:26:43 +03:00

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7.3 KiB
C++

// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <algorithm>
#include "common/assert.h"
#include "shader_recompiler/frontend/control_flow_graph.h"
namespace Shader::Gcn {
struct Compare {
bool operator()(const Block& lhs, u32 rhs) const noexcept {
return lhs.begin < rhs;
}
bool operator()(u32 lhs, const Block& rhs) const noexcept {
return lhs < rhs.begin;
}
bool operator()(const Block& lhs, const Block& rhs) const noexcept {
return lhs.begin < rhs.begin;
}
};
static IR::Condition MakeCondition(Opcode opcode) {
switch (opcode) {
case Opcode::S_CBRANCH_SCC0:
return IR::Condition::Scc0;
case Opcode::S_CBRANCH_SCC1:
return IR::Condition::Scc1;
case Opcode::S_CBRANCH_VCCZ:
return IR::Condition::Vccz;
case Opcode::S_CBRANCH_VCCNZ:
return IR::Condition::Vccnz;
case Opcode::S_CBRANCH_EXECZ:
return IR::Condition::Execz;
case Opcode::S_CBRANCH_EXECNZ:
return IR::Condition::Execnz;
default:
return IR::Condition::True;
}
}
CFG::CFG(ObjectPool<Block>& block_pool_, std::span<const GcnInst> inst_list_)
: block_pool{block_pool_}, inst_list{inst_list_} {
index_to_pc.resize(inst_list.size() + 1);
EmitLabels();
EmitBlocks();
LinkBlocks();
}
void CFG::EmitLabels() {
// Always set a label at entry point.
u32 pc = 0;
labels.push_back(pc);
const auto add_label = [this](u32 address) {
const auto it = std::ranges::find(labels, address);
if (it == labels.end()) {
labels.push_back(address);
}
};
// Iterate instruction list and add labels to branch targets.
for (u32 i = 0; i < inst_list.size(); i++) {
index_to_pc[i] = pc;
const GcnInst inst = inst_list[i];
if (inst.IsUnconditionalBranch()) {
const u32 target = inst.BranchTarget(pc);
add_label(target);
} else if (inst.IsConditionalBranch()) {
const u32 true_label = inst.BranchTarget(pc);
const u32 false_label = pc + inst.length;
add_label(true_label);
add_label(false_label);
} else if (inst.opcode == Opcode::S_ENDPGM) {
const u32 next_label = pc + inst.length;
add_label(next_label);
}
pc += inst.length;
}
index_to_pc[inst_list.size()] = pc;
// Sort labels to make sure block insertion is correct.
std::ranges::sort(labels);
}
void CFG::EmitBlocks() {
const auto get_index = [this](Label label) -> size_t {
if (label == 0) {
return 0ULL;
}
const auto it_index = std::ranges::lower_bound(index_to_pc, label);
ASSERT(it_index != index_to_pc.end() || label > index_to_pc.back());
return std::distance(index_to_pc.begin(), it_index);
};
for (auto it = labels.begin(); it != labels.end(); it++) {
const Label start = *it;
const auto next_it = std::next(it);
const bool is_last = next_it == labels.end();
if (is_last) {
// Last label is special.
return;
}
const Label end = *next_it;
const size_t end_index = get_index(end) - 1;
const auto& end_inst = inst_list[end_index];
// Insert block between the labels using the last instruction
// as an indicator for branching type.
Block* block = block_pool.Create();
block->begin = start;
block->end = end;
block->begin_index = get_index(start);
block->end_index = end_index;
block->end_inst = end_inst;
block->cond = MakeCondition(end_inst.opcode);
blocks.insert(*block);
}
}
void CFG::LinkBlocks() {
const auto get_block = [this](u32 address) {
const auto it = blocks.find(address, Compare{});
ASSERT_MSG(it != blocks.end() && it->begin == address);
return &*it;
};
for (auto& block : blocks) {
const auto end_inst{block.end_inst};
// If the block doesn't end with a branch we simply
// need to link with the next block.
if (!end_inst.IsTerminateInstruction()) {
block.branch_true = get_block(block.end);
block.end_class = EndClass::Branch;
continue;
}
// Find the branch targets from the instruction and link the blocks.
// Note: Block end address is one instruction after end_inst.
const u32 branch_pc = block.end - end_inst.length;
const u32 target_pc = end_inst.BranchTarget(branch_pc);
if (end_inst.IsUnconditionalBranch()) {
block.branch_true = get_block(target_pc);
block.end_class = EndClass::Branch;
} else if (end_inst.IsConditionalBranch()) {
block.branch_true = get_block(target_pc);
block.branch_false = get_block(block.end);
block.end_class = EndClass::Branch;
} else if (end_inst.opcode == Opcode::S_ENDPGM) {
const auto& prev_inst = inst_list[block.end_index - 1];
if (prev_inst.opcode == Opcode::EXP && prev_inst.control.exp.en == 0 &&
prev_inst.control.exp.target != 9) {
block.end_class = EndClass::Kill;
} else {
block.end_class = EndClass::Exit;
}
} else {
UNREACHABLE();
}
}
}
std::string CFG::Dot() const {
int node_uid{0};
const auto name_of = [](const Block& block) { return fmt::format("\"{:#x}\"", block.begin); };
std::string dot{"digraph shader {\n"};
dot += fmt::format("\tsubgraph cluster_{} {{\n", 0);
dot += fmt::format("\t\tnode [style=filled];\n");
for (const Block& block : blocks) {
const std::string name{name_of(block)};
const auto add_branch = [&](Block* branch, bool add_label) {
dot += fmt::format("\t\t{}->{}", name, name_of(*branch));
if (add_label && block.cond != IR::Condition::True &&
block.cond != IR::Condition::False) {
dot += fmt::format(" [label=\"{}\"]", block.cond);
}
dot += '\n';
};
dot += fmt::format("\t\t{};\n", name);
switch (block.end_class) {
case EndClass::Branch:
if (block.cond != IR::Condition::False) {
add_branch(block.branch_true, true);
}
if (block.cond != IR::Condition::True) {
add_branch(block.branch_false, false);
}
break;
case EndClass::Exit:
dot += fmt::format("\t\t{}->N{};\n", name, node_uid);
dot +=
fmt::format("\t\tN{} [label=\"Exit\"][shape=square][style=stripped];\n", node_uid);
++node_uid;
break;
case EndClass::Kill:
dot += fmt::format("\t\t{}->N{};\n", name, node_uid);
dot +=
fmt::format("\t\tN{} [label=\"Kill\"][shape=square][style=stripped];\n", node_uid);
++node_uid;
break;
}
}
dot += "\t\tlabel = \"main\";\n\t}\n";
if (blocks.empty()) {
dot += "Start;\n";
} else {
dot += fmt::format("\tStart -> {};\n", name_of(*blocks.begin()));
}
dot += fmt::format("\tStart [shape=diamond];\n");
dot += "}\n";
return dot;
}
} // namespace Shader::Gcn