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Shader_IR: Implement Fast BRX and allow multi-branches in the CFG.
This commit is contained in:
committed by
FernandoS27
parent
acd6441134
commit
8909f52166
@ -7,6 +7,7 @@
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#include <list>
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#include <optional>
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#include <set>
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#include <variant>
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#include "video_core/engines/shader_bytecode.h"
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#include "video_core/shader/ast.h"
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@ -37,29 +38,57 @@ struct Condition {
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}
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};
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class SingleBranch {
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public:
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SingleBranch() = default;
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SingleBranch(Condition condition, s32 address, bool kill, bool is_sync, bool is_brk,
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bool ignore)
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: condition{condition}, address{address}, kill{kill}, is_sync{is_sync}, is_brk{is_brk},
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ignore{ignore} {}
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bool operator==(const SingleBranch& b) const {
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return std::tie(condition, address, kill, is_sync, is_brk, ignore) ==
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std::tie(b.condition, b.address, b.kill, b.is_sync, b.is_brk, b.ignore);
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}
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Condition condition{};
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s32 address{exit_branch};
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bool kill{};
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bool is_sync{};
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bool is_brk{};
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bool ignore{};
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};
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struct CaseBranch {
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CaseBranch(u32 cmp_value, u32 address) : cmp_value{cmp_value}, address{address} {}
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u32 cmp_value;
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u32 address;
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};
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class MultiBranch {
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public:
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MultiBranch(u32 gpr, std::vector<CaseBranch>& branches)
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: gpr{gpr}, branches{std::move(branches)} {}
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u32 gpr{};
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std::vector<CaseBranch> branches{};
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};
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using BranchData = std::variant<SingleBranch, MultiBranch>;
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using BlockBranchInfo = std::shared_ptr<BranchData>;
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bool BlockBranchInfoAreEqual(BlockBranchInfo first, BlockBranchInfo second);
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struct ShaderBlock {
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struct Branch {
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Condition cond{};
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bool kills{};
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s32 address{};
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bool operator==(const Branch& b) const {
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return std::tie(cond, kills, address) == std::tie(b.cond, b.kills, b.address);
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}
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bool operator!=(const Branch& b) const {
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return !operator==(b);
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}
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};
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u32 start{};
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u32 end{};
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bool ignore_branch{};
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Branch branch{};
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BlockBranchInfo branch{};
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bool operator==(const ShaderBlock& sb) const {
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return std::tie(start, end, ignore_branch, branch) ==
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std::tie(sb.start, sb.end, sb.ignore_branch, sb.branch);
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return std::tie(start, end, ignore_branch) ==
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std::tie(sb.start, sb.end, sb.ignore_branch) &&
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BlockBranchInfoAreEqual(branch, sb.branch);
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}
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bool operator!=(const ShaderBlock& sb) const {
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