vkd3d-shader/ir: Compute the domination relationship.

This commit is contained in:
Giovanni Mascellani 2024-01-30 12:51:04 +01:00 committed by Alexandre Julliard
parent 2573d86ccf
commit 04c2852c1a
Notes: Alexandre Julliard 2024-02-22 23:03:31 +01:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Conor McCarthy (@cmccarthy)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/656

View File

@ -3053,21 +3053,40 @@ struct vsir_block
* that the block is empty. */ * that the block is empty. */
struct vkd3d_shader_instruction *begin, *end; struct vkd3d_shader_instruction *begin, *end;
struct vsir_block_list predecessors, successors; struct vsir_block_list predecessors, successors;
uint32_t *dominates;
}; };
static void vsir_block_init(struct vsir_block *block, unsigned int label) static enum vkd3d_result vsir_block_init(struct vsir_block *block, unsigned int label, size_t block_count)
{ {
size_t byte_count;
if (block_count > SIZE_MAX - (sizeof(*block->dominates) * CHAR_BIT - 1))
return VKD3D_ERROR_OUT_OF_MEMORY;
block_count = align(block_count, sizeof(*block->dominates) * CHAR_BIT);
byte_count = block_count / CHAR_BIT;
assert(label); assert(label);
memset(block, 0, sizeof(*block)); memset(block, 0, sizeof(*block));
block->label = label; block->label = label;
vsir_block_list_init(&block->predecessors); vsir_block_list_init(&block->predecessors);
vsir_block_list_init(&block->successors); vsir_block_list_init(&block->successors);
if (!(block->dominates = vkd3d_malloc(byte_count)))
return VKD3D_ERROR_OUT_OF_MEMORY;
memset(block->dominates, 0xff, byte_count);
return VKD3D_OK;
} }
static void vsir_block_cleanup(struct vsir_block *block) static void vsir_block_cleanup(struct vsir_block *block)
{ {
if (block->label == 0)
return;
vsir_block_list_cleanup(&block->predecessors); vsir_block_list_cleanup(&block->predecessors);
vsir_block_list_cleanup(&block->successors); vsir_block_list_cleanup(&block->successors);
vkd3d_free(block->dominates);
} }
struct vsir_cfg struct vsir_cfg
@ -3174,7 +3193,9 @@ static enum vkd3d_result vsir_cfg_init(struct vsir_cfg *cfg, struct vsir_program
assert(label > 0); assert(label > 0);
assert(label <= cfg->block_count); assert(label <= cfg->block_count);
current_block = &cfg->blocks[label - 1]; current_block = &cfg->blocks[label - 1];
vsir_block_init(current_block, label); assert(current_block->label == 0);
if ((ret = vsir_block_init(current_block, label, program->block_count)) < 0)
goto fail;
current_block->begin = &program->instructions.elements[i + 1]; current_block->begin = &program->instructions.elements[i + 1];
if (!cfg->entry) if (!cfg->entry)
cfg->entry = current_block; cfg->entry = current_block;
@ -3237,6 +3258,46 @@ fail:
return ret; return ret;
} }
/* Block A dominates block B if every path from the entry point to B
* must pass through A. Naively compute the set of blocks that are
* dominated by `reference' by running a graph visit starting from the
* entry point (which must be the initial value of `current') and
* avoiding `reference'. Running this for all the blocks takes
* quadratic time: if in the future something better is sought after,
* the standard tool seems to be the Lengauer-Tarjan algorithm. */
static void vsir_cfg_compute_dominators_recurse(struct vsir_block *current, struct vsir_block *reference)
{
size_t i;
assert(current->label != 0);
if (current == reference)
return;
if (!bitmap_is_set(reference->dominates, current->label - 1))
return;
bitmap_clear(reference->dominates, current->label - 1);
for (i = 0; i < current->successors.count; ++i)
vsir_cfg_compute_dominators_recurse(current->successors.blocks[i], reference);
}
static void vsir_cfg_compute_dominators(struct vsir_cfg *cfg)
{
size_t i;
for (i = 0; i < cfg->block_count; ++i)
{
struct vsir_block *block = &cfg->blocks[i];
if (block->label == 0)
continue;
vsir_cfg_compute_dominators_recurse(cfg->entry, block);
}
}
enum vkd3d_result vkd3d_shader_normalise(struct vkd3d_shader_parser *parser, enum vkd3d_result vkd3d_shader_normalise(struct vkd3d_shader_parser *parser,
const struct vkd3d_shader_compile_info *compile_info) const struct vkd3d_shader_compile_info *compile_info)
{ {
@ -3261,6 +3322,8 @@ enum vkd3d_result vkd3d_shader_normalise(struct vkd3d_shader_parser *parser,
if ((result = vsir_cfg_init(&cfg, &parser->program)) < 0) if ((result = vsir_cfg_init(&cfg, &parser->program)) < 0)
return result; return result;
vsir_cfg_compute_dominators(&cfg);
if ((result = simple_structurizer_run(parser)) < 0) if ((result = simple_structurizer_run(parser)) < 0)
{ {
vsir_cfg_cleanup(&cfg); vsir_cfg_cleanup(&cfg);