vkd3d/libs/vkd3d-shader/ir.c

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/*
* Copyright 2023 Conor McCarthy for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "vkd3d_shader_private.h"
static inline bool shader_register_is_phase_instance_id(const struct vkd3d_shader_register *reg)
{
return reg->type == VKD3DSPR_FORKINSTID || reg->type == VKD3DSPR_JOININSTID;
}
static bool shader_instruction_is_dcl(const struct vkd3d_shader_instruction *ins)
{
return (VKD3DSIH_DCL <= ins->handler_idx && ins->handler_idx <= VKD3DSIH_DCL_VERTICES_OUT)
|| ins->handler_idx == VKD3DSIH_HS_DECLS;
}
static void vkd3d_shader_instruction_make_nop(struct vkd3d_shader_instruction *ins)
{
ins->handler_idx = VKD3DSIH_NOP;
ins->dst_count = 0;
ins->src_count = 0;
ins->dst = NULL;
ins->src = NULL;
}
static void shader_register_eliminate_phase_addressing(struct vkd3d_shader_register *reg,
unsigned int instance_id)
{
unsigned int i;
for (i = 0; i < ARRAY_SIZE(reg->idx) && reg->idx[i].offset != ~0u; ++i)
{
if (reg->idx[i].rel_addr && shader_register_is_phase_instance_id(&reg->idx[i].rel_addr->reg))
{
reg->idx[i].rel_addr = NULL;
reg->idx[i].offset += instance_id;
}
}
}
static void shader_instruction_eliminate_phase_instance_id(struct vkd3d_shader_instruction *ins,
unsigned int instance_id)
{
struct vkd3d_shader_register *reg;
unsigned int i;
for (i = 0; i < ins->src_count; ++i)
{
reg = (struct vkd3d_shader_register *)&ins->src[i].reg;
if (shader_register_is_phase_instance_id(reg))
{
reg->type = VKD3DSPR_IMMCONST;
reg->precision = VKD3D_SHADER_REGISTER_PRECISION_DEFAULT;
reg->non_uniform = false;
reg->idx[0].offset = ~0u;
reg->idx[0].rel_addr = NULL;
reg->idx[1].offset = ~0u;
reg->idx[1].rel_addr = NULL;
reg->idx[2].offset = ~0u;
reg->idx[2].rel_addr = NULL;
reg->immconst_type = VKD3D_IMMCONST_SCALAR;
reg->u.immconst_uint[0] = instance_id;
continue;
}
shader_register_eliminate_phase_addressing(reg, instance_id);
}
for (i = 0; i < ins->dst_count; ++i)
shader_register_eliminate_phase_addressing((struct vkd3d_shader_register *)&ins->dst[i].reg, instance_id);
}
static bool normaliser_is_in_fork_or_join_phase(const struct vkd3d_shader_normaliser *normaliser)
{
return normaliser->phase == VKD3DSIH_HS_FORK_PHASE || normaliser->phase == VKD3DSIH_HS_JOIN_PHASE;
}
struct shader_phase_location
{
unsigned int index;
unsigned int instance_count;
unsigned int instruction_count;
};
struct shader_phase_location_array
{
/* Unlikely worst case: one phase for each component of each output register. */
struct shader_phase_location locations[MAX_REG_OUTPUT * VKD3D_VEC4_SIZE];
unsigned int count;
};
static void shader_normaliser_eliminate_phase_related_dcls(struct vkd3d_shader_normaliser *normaliser,
unsigned int index, struct shader_phase_location_array *locations)
{
struct vkd3d_shader_instruction *ins = &normaliser->instructions.elements[index];
struct shader_phase_location *loc;
bool b;
if (ins->handler_idx == VKD3DSIH_HS_FORK_PHASE || ins->handler_idx == VKD3DSIH_HS_JOIN_PHASE)
{
b = normaliser_is_in_fork_or_join_phase(normaliser);
/* Reset the phase info. */
normaliser->phase_body_idx = ~0u;
normaliser->phase = ins->handler_idx;
normaliser->instance_count = 1;
/* Leave the first occurrence and delete the rest. */
if (b)
vkd3d_shader_instruction_make_nop(ins);
return;
}
else if (ins->handler_idx == VKD3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
|| ins->handler_idx == VKD3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT)
{
normaliser->instance_count = ins->declaration.count + !ins->declaration.count;
vkd3d_shader_instruction_make_nop(ins);
return;
}
else if (ins->handler_idx == VKD3DSIH_DCL_INPUT && shader_register_is_phase_instance_id(
&ins->declaration.dst.reg))
{
vkd3d_shader_instruction_make_nop(ins);
return;
}
else if (ins->handler_idx == VKD3DSIH_DCL_TEMPS && normaliser->phase != VKD3DSIH_INVALID)
{
/* Leave only the first temp declaration and set it to the max count later. */
if (!normaliser->max_temp_count)
normaliser->temp_dcl_idx = index;
else
vkd3d_shader_instruction_make_nop(ins);
normaliser->max_temp_count = max(normaliser->max_temp_count, ins->declaration.count);
return;
}
if (normaliser->phase == VKD3DSIH_INVALID || shader_instruction_is_dcl(ins))
return;
if (normaliser->phase_body_idx == ~0u)
normaliser->phase_body_idx = index;
if (ins->handler_idx == VKD3DSIH_RET)
{
vkd3d_shader_instruction_make_nop(ins);
if (locations->count >= ARRAY_SIZE(locations->locations))
{
FIXME("Insufficient space for phase location.\n");
return;
}
loc = &locations->locations[locations->count++];
loc->index = normaliser->phase_body_idx;
loc->instance_count = normaliser->instance_count;
loc->instruction_count = index - normaliser->phase_body_idx;
}
}
static enum vkd3d_result shader_normaliser_flatten_phases(struct vkd3d_shader_normaliser *normaliser,
struct shader_phase_location_array *locations)
{
struct shader_phase_location *loc;
unsigned int i, j, k, end, count;
for (i = 0, count = 0; i < locations->count; ++i)
count += (locations->locations[i].instance_count - 1) * locations->locations[i].instruction_count;
if (!shader_instruction_array_reserve(&normaliser->instructions, normaliser->instructions.count + count))
return VKD3D_ERROR_OUT_OF_MEMORY;
end = normaliser->instructions.count;
normaliser->instructions.count += count;
for (i = locations->count; i > 0; --i)
{
loc = &locations->locations[i - 1];
j = loc->index + loc->instruction_count;
memmove(&normaliser->instructions.elements[j + count], &normaliser->instructions.elements[j],
(end - j) * sizeof(*normaliser->instructions.elements));
end = j;
count -= (loc->instance_count - 1) * loc->instruction_count;
loc->index += count;
}
for (i = 0, count = 0; i < locations->count; ++i)
{
loc = &locations->locations[i];
/* Make a copy of the non-dcl instructions for each instance. */
for (j = 1; j < loc->instance_count; ++j)
{
for (k = 0; k < loc->instruction_count; ++k)
{
if (!shader_instruction_array_clone_instruction(&normaliser->instructions,
loc->index + loc->instruction_count * j + k, loc->index + k))
return VKD3D_ERROR_OUT_OF_MEMORY;
}
}
/* Replace each reference to the instance id with a constant instance id. */
for (j = 0; j < loc->instance_count; ++j)
{
for (k = 0; k < loc->instruction_count; ++k)
shader_instruction_eliminate_phase_instance_id(
&normaliser->instructions.elements[loc->index + loc->instruction_count * j + k], j);
}
}
return VKD3D_OK;
}
static void shader_instruction_init(struct vkd3d_shader_instruction *ins, enum vkd3d_shader_opcode handler_idx)
{
memset(ins, 0, sizeof(*ins));
ins->handler_idx = handler_idx;
}
void shader_normaliser_init(struct vkd3d_shader_normaliser *normaliser,
struct vkd3d_shader_instruction_array *instructions)
{
memset(normaliser, 0, sizeof(*normaliser));
normaliser->phase = VKD3DSIH_INVALID;
normaliser->instructions = *instructions;
memset(instructions, 0, sizeof(*instructions));
}
enum vkd3d_result shader_normaliser_flatten_hull_shader_phases(struct vkd3d_shader_normaliser *normaliser)
{
struct vkd3d_shader_instruction_array *instructions = &normaliser->instructions;
struct shader_phase_location_array locations;
enum vkd3d_result result = VKD3D_OK;
unsigned int i;
for (i = 0, locations.count = 0; i < instructions->count; ++i)
shader_normaliser_eliminate_phase_related_dcls(normaliser, i, &locations);
if ((result = shader_normaliser_flatten_phases(normaliser, &locations)) < 0)
return result;
if (normaliser->phase != VKD3DSIH_INVALID)
{
if (normaliser->temp_dcl_idx)
instructions->elements[normaliser->temp_dcl_idx].declaration.count = normaliser->max_temp_count;
if (!shader_instruction_array_reserve(&normaliser->instructions, normaliser->instructions.count + 1))
return VKD3D_ERROR_OUT_OF_MEMORY;
shader_instruction_init(&instructions->elements[instructions->count++], VKD3DSIH_RET);
}
return result;
}
void shader_normaliser_destroy(struct vkd3d_shader_normaliser *normaliser)
{
shader_instruction_array_destroy(&normaliser->instructions);
}