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vkd3d-shader/ir: Only emit launchers when needed.
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parent
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commit
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Notes:
Alexandre Julliard
2024-04-16 23:25:43 +02:00
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/785
@ -3010,6 +3010,7 @@ struct vsir_cfg_structure
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unsigned int target;
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struct vkd3d_shader_src_param *condition;
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bool invert_condition;
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bool needs_launcher;
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} jump;
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} u;
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};
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@ -3304,8 +3305,9 @@ static void vsir_cfg_structure_dump(struct vsir_cfg *cfg, struct vsir_cfg_struct
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vkd3d_unreachable();
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}
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TRACE("%s%s%s %u\n", cfg->debug_buffer.buffer, type_str,
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structure->u.jump.condition ? "c" : "", structure->u.jump.target);
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TRACE("%s%s%s %u%s\n", cfg->debug_buffer.buffer, type_str,
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structure->u.jump.condition ? "c" : "", structure->u.jump.target,
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structure->u.jump.needs_launcher ? " # launch" : "");
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break;
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}
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@ -4551,6 +4553,45 @@ static void vsir_cfg_mark_trampolines(struct vsir_cfg *cfg, struct vsir_cfg_stru
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}
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}
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/* Launchers are the counterpart of trampolines. A launcher is inserted just before a jump, and
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* writes in a well-known variable what is the target of the jump. Trampolines will then read that
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* variable to decide how to redirect the jump to its intended target. A launcher is needed each
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* time the innermost loop containing the jump itself has a trampoline (independently of whether the
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* jump is targeting that loop or not). */
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static void vsir_cfg_mark_launchers(struct vsir_cfg *cfg, struct vsir_cfg_structure_list *list,
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struct vsir_cfg_structure *loop)
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{
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size_t i;
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for (i = 0; i < list->count; ++i)
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{
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struct vsir_cfg_structure *structure = &list->structures[i];
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switch (structure->type)
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{
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case STRUCTURE_TYPE_BLOCK:
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break;
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case STRUCTURE_TYPE_LOOP:
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vsir_cfg_mark_launchers(cfg, &structure->u.loop.body, structure);
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break;
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case STRUCTURE_TYPE_SELECTION:
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vsir_cfg_mark_launchers(cfg, &structure->u.selection.if_body, loop);
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vsir_cfg_mark_launchers(cfg, &structure->u.selection.else_body, loop);
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break;
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case STRUCTURE_TYPE_JUMP:
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if (structure->u.jump.type != JUMP_BREAK && structure->u.jump.type != JUMP_CONTINUE)
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break;
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assert(loop && loop->type == STRUCTURE_TYPE_LOOP);
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if (loop->u.loop.needs_trampoline)
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structure->u.jump.needs_launcher = true;
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break;
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}
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}
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}
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static enum vkd3d_result vsir_cfg_optimize(struct vsir_cfg *cfg)
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{
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enum vkd3d_result ret;
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@ -4559,7 +4600,13 @@ static enum vkd3d_result vsir_cfg_optimize(struct vsir_cfg *cfg)
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ret = vsir_cfg_optimize_recurse(cfg, &cfg->structured_program);
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/* Trampolines and launchers cannot be marked with the same pass,
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* because a jump might have to be marked as launcher even when it
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* targets its innermost loop, if other jumps in the same loop
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* need a trampoline anyway. So launchers can be discovered only
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* once all the trampolines are known. */
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vsir_cfg_mark_trampolines(cfg, &cfg->structured_program, NULL);
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vsir_cfg_mark_launchers(cfg, &cfg->structured_program, NULL);
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if (TRACE_ON())
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vsir_cfg_dump_structured_program(cfg);
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@ -4746,7 +4793,7 @@ static enum vkd3d_result vsir_cfg_structure_list_emit_jump(struct vsir_cfg *cfg,
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if (!reserve_instructions(&target->instructions, &target->ins_capacity, target->ins_count + 2))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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if (opcode == VKD3DSIH_BREAK || opcode == VKD3DSIH_BREAKP)
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if (jump->needs_launcher)
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{
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if (!vsir_instruction_init_with_params(cfg->program, &target->instructions[target->ins_count],
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&no_loc, VKD3DSIH_MOV, 1, 1))
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