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vkd3d-shader/ir: Reconstruct a structured program.
For simplicity jumps are not currently processed.
This commit is contained in:
parent
f08976be33
commit
c25e4c47c3
Notes:
Alexandre Julliard
2024-03-14 23:23:48 +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/704
@ -3142,6 +3142,73 @@ static bool vsir_block_list_search(struct vsir_block_list *list, struct vsir_blo
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return !!bsearch(&block, list->blocks, list->count, sizeof(*list->blocks), block_compare);
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}
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struct vsir_cfg_structure_list
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{
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struct vsir_cfg_structure *structures;
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size_t count, capacity;
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unsigned int end;
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};
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struct vsir_cfg_structure
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{
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enum vsir_cfg_structure_type
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{
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/* Execute a block of the original VSIR program. */
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STRUCTURE_TYPE_BLOCK,
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/* Execute a loop, which is identified by an index. */
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STRUCTURE_TYPE_LOOP,
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} type;
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union
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{
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struct vsir_block *block;
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struct
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{
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struct vsir_cfg_structure_list body;
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unsigned idx;
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} loop;
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} u;
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};
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static void vsir_cfg_structure_init(struct vsir_cfg_structure *structure, enum vsir_cfg_structure_type type);
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static void vsir_cfg_structure_cleanup(struct vsir_cfg_structure *structure);
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static void vsir_cfg_structure_list_cleanup(struct vsir_cfg_structure_list *list)
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{
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unsigned int i;
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for (i = 0; i < list->count; ++i)
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vsir_cfg_structure_cleanup(&list->structures[i]);
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vkd3d_free(list->structures);
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}
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static struct vsir_cfg_structure *vsir_cfg_structure_list_append(struct vsir_cfg_structure_list *list,
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enum vsir_cfg_structure_type type)
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{
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struct vsir_cfg_structure *ret;
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if (!vkd3d_array_reserve((void **)&list->structures, &list->capacity, list->count + 1,
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sizeof(*list->structures)))
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return NULL;
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ret = &list->structures[list->count++];
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vsir_cfg_structure_init(ret, type);
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return ret;
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}
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static void vsir_cfg_structure_init(struct vsir_cfg_structure *structure, enum vsir_cfg_structure_type type)
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{
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memset(structure, 0, sizeof(*structure));
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structure->type = type;
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}
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static void vsir_cfg_structure_cleanup(struct vsir_cfg_structure *structure)
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{
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if (structure->type == STRUCTURE_TYPE_LOOP)
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vsir_cfg_structure_list_cleanup(&structure->u.loop.body);
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}
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struct vsir_cfg
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{
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struct vkd3d_shader_message_context *message_context;
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@ -3187,6 +3254,8 @@ struct vsir_cfg
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bool synthetic;
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} *loop_intervals;
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size_t loop_interval_count, loop_interval_capacity;
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struct vsir_cfg_structure_list structured_program;
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};
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static void vsir_cfg_cleanup(struct vsir_cfg *cfg)
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@ -3201,6 +3270,8 @@ static void vsir_cfg_cleanup(struct vsir_cfg *cfg)
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vsir_block_list_cleanup(&cfg->order);
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vsir_cfg_structure_list_cleanup(&cfg->structured_program);
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vkd3d_free(cfg->blocks);
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vkd3d_free(cfg->loops);
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vkd3d_free(cfg->loops_by_header);
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@ -3916,6 +3987,70 @@ static enum vkd3d_result vsir_cfg_generate_synthetic_loop_intervals(struct vsir_
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return VKD3D_OK;
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}
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static enum vkd3d_result vsir_cfg_build_structured_program(struct vsir_cfg *cfg)
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{
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unsigned int i, stack_depth = 1, open_interval_idx = 0;
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struct vsir_cfg_structure_list **stack = NULL;
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/* It's enough to allocate up to the maximum interval stacking
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* depth (plus one for the full program), but this is simpler. */
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if (!(stack = vkd3d_calloc(cfg->loop_interval_count + 1, sizeof(*stack))))
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goto fail;
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cfg->structured_program.end = cfg->order.count;
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stack[0] = &cfg->structured_program;
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for (i = 0; i < cfg->order.count; ++i)
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{
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struct vsir_cfg_structure *structure;
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assert(stack_depth > 0);
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/* Open loop intervals. */
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while (open_interval_idx < cfg->loop_interval_count)
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{
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struct cfg_loop_interval *interval = &cfg->loop_intervals[open_interval_idx];
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if (interval->begin != i)
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break;
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if (!(structure = vsir_cfg_structure_list_append(stack[stack_depth - 1], STRUCTURE_TYPE_LOOP)))
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goto fail;
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structure->u.loop.idx = open_interval_idx++;
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structure->u.loop.body.end = interval->end;
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stack[stack_depth++] = &structure->u.loop.body;
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}
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/* Execute the block. */
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if (!(structure = vsir_cfg_structure_list_append(stack[stack_depth - 1], STRUCTURE_TYPE_BLOCK)))
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goto fail;
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structure->u.block = cfg->order.blocks[i];
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/* TODO: process the jump after the block. */
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/* Close loop intervals. */
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while (stack_depth > 0)
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{
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if (stack[stack_depth - 1]->end != i + 1)
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break;
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--stack_depth;
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}
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}
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assert(stack_depth == 0);
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assert(open_interval_idx == cfg->loop_interval_count);
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vkd3d_free(stack);
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return VKD3D_OK;
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fail:
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vkd3d_free(stack);
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return VKD3D_ERROR_OUT_OF_MEMORY;
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}
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enum vkd3d_result vkd3d_shader_normalise(struct vkd3d_shader_parser *parser,
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const struct vkd3d_shader_compile_info *compile_info)
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{
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@ -3961,6 +4096,12 @@ enum vkd3d_result vkd3d_shader_normalise(struct vkd3d_shader_parser *parser,
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return result;
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}
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if ((result = vsir_cfg_build_structured_program(&cfg)) < 0)
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{
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vsir_cfg_cleanup(&cfg);
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return result;
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}
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if ((result = vsir_program_structurise(program)) < 0)
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{
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vsir_cfg_cleanup(&cfg);
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