Ryujinx-git/Ryujinx.Graphics/Gal/Shader/ShaderDecoder.cs
Alex Barney 1f554c1093 Do naming refactoring on Ryujinx.Graphics (#611)
* Renaming part 1

* Renaming part 2

* Renaming part 3

* Renaming part 4

* Renaming part 5

* Renaming part 6

* Renaming part 7

* Renaming part 8

* Renaming part 9

* Renaming part 10

* General cleanup

* Thought I got all of these

* Apply #595

* Additional renaming

* Tweaks from feedback

* Rename files
2019-03-04 12:45:25 +11:00

218 lines
No EOL
6.8 KiB
C#

using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal.Shader
{
static class ShaderDecoder
{
private const long HeaderSize = 0x50;
private const bool AddDbgComments = true;
public static ShaderIrBlock[] Decode(IGalMemory memory, long start)
{
Dictionary<int, ShaderIrBlock> visited = new Dictionary<int, ShaderIrBlock>();
Dictionary<int, ShaderIrBlock> visitedEnd = new Dictionary<int, ShaderIrBlock>();
Queue<ShaderIrBlock> blocks = new Queue<ShaderIrBlock>();
long beginning = start + HeaderSize;
ShaderIrBlock Enqueue(int position, ShaderIrBlock source = null)
{
if (!visited.TryGetValue(position, out ShaderIrBlock output))
{
output = new ShaderIrBlock(position);
blocks.Enqueue(output);
visited.Add(position, output);
}
if (source != null)
{
output.Sources.Add(source);
}
return output;
}
ShaderIrBlock entry = Enqueue(0);
while (blocks.Count > 0)
{
ShaderIrBlock current = blocks.Dequeue();
FillBlock(memory, current, beginning);
//Set child blocks. "Branch" is the block the branch instruction
//points to (when taken), "Next" is the block at the next address,
//executed when the branch is not taken. For Unconditional Branches
//or end of shader, Next is null.
if (current.Nodes.Count > 0)
{
ShaderIrNode lastNode = current.GetLastNode();
ShaderIrOp innerOp = GetInnermostOp(lastNode);
if (innerOp?.Inst == ShaderIrInst.Bra)
{
int target = ((ShaderIrOperImm)innerOp.OperandA).Value;
current.Branch = Enqueue(target, current);
}
foreach (ShaderIrNode node in current.Nodes)
{
innerOp = GetInnermostOp(node);
if (innerOp is ShaderIrOp currOp && currOp.Inst == ShaderIrInst.Ssy)
{
int target = ((ShaderIrOperImm)currOp.OperandA).Value;
Enqueue(target, current);
}
}
if (NodeHasNext(lastNode))
{
current.Next = Enqueue(current.EndPosition);
}
}
//If we have on the graph two blocks with the same end position,
//then we need to split the bigger block and have two small blocks,
//the end position of the bigger "Current" block should then be == to
//the position of the "Smaller" block.
while (visitedEnd.TryGetValue(current.EndPosition, out ShaderIrBlock smaller))
{
if (current.Position > smaller.Position)
{
ShaderIrBlock temp = smaller;
smaller = current;
current = temp;
}
current.EndPosition = smaller.Position;
current.Next = smaller;
current.Branch = null;
current.Nodes.RemoveRange(
current.Nodes.Count - smaller.Nodes.Count,
smaller.Nodes.Count);
visitedEnd[smaller.EndPosition] = smaller;
}
visitedEnd.Add(current.EndPosition, current);
}
//Make and sort Graph blocks array by position.
ShaderIrBlock[] graph = new ShaderIrBlock[visited.Count];
while (visited.Count > 0)
{
uint firstPos = uint.MaxValue;
foreach (ShaderIrBlock block in visited.Values)
{
if (firstPos > (uint)block.Position)
firstPos = (uint)block.Position;
}
ShaderIrBlock current = visited[(int)firstPos];
do
{
graph[graph.Length - visited.Count] = current;
visited.Remove(current.Position);
current = current.Next;
}
while (current != null);
}
return graph;
}
private static void FillBlock(IGalMemory memory, ShaderIrBlock block, long beginning)
{
int position = block.Position;
do
{
//Ignore scheduling instructions, which are written every 32 bytes.
if ((position & 0x1f) == 0)
{
position += 8;
continue;
}
uint word0 = (uint)memory.ReadInt32(position + beginning + 0);
uint word1 = (uint)memory.ReadInt32(position + beginning + 4);
position += 8;
long opCode = word0 | (long)word1 << 32;
ShaderDecodeFunc decode = ShaderOpCodeTable.GetDecoder(opCode);
if (AddDbgComments)
{
string dbgOpCode = $"0x{(position - 8):x16}: 0x{opCode:x16} ";
dbgOpCode += (decode?.Method.Name ?? "???");
if (decode == ShaderDecode.Bra || decode == ShaderDecode.Ssy)
{
int offset = ((int)(opCode >> 20) << 8) >> 8;
long target = position + offset;
dbgOpCode += " (0x" + target.ToString("x16") + ")";
}
block.AddNode(new ShaderIrCmnt(dbgOpCode));
}
if (decode == null)
{
continue;
}
decode(block, opCode, position);
}
while (!IsFlowChange(block.GetLastNode()));
block.EndPosition = position;
}
private static bool IsFlowChange(ShaderIrNode node)
{
return !NodeHasNext(GetInnermostOp(node));
}
private static ShaderIrOp GetInnermostOp(ShaderIrNode node)
{
if (node is ShaderIrCond cond)
{
node = cond.Child;
}
return node is ShaderIrOp op ? op : null;
}
private static bool NodeHasNext(ShaderIrNode node)
{
if (!(node is ShaderIrOp op))
{
return true;
}
return op.Inst != ShaderIrInst.Exit &&
op.Inst != ShaderIrInst.Bra;
}
}
}