vkd3d-shader/ir: Reconstruct a structured program.

For simplicity jumps are not currently processed.
This commit is contained in:
Giovanni Mascellani 2024-02-06 15:08:49 +01:00 committed by Alexandre Julliard
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

View File

@ -3142,6 +3142,73 @@ static bool vsir_block_list_search(struct vsir_block_list *list, struct vsir_blo
return !!bsearch(&block, list->blocks, list->count, sizeof(*list->blocks), block_compare);
}
struct vsir_cfg_structure_list
{
struct vsir_cfg_structure *structures;
size_t count, capacity;
unsigned int end;
};
struct vsir_cfg_structure
{
enum vsir_cfg_structure_type
{
/* Execute a block of the original VSIR program. */
STRUCTURE_TYPE_BLOCK,
/* Execute a loop, which is identified by an index. */
STRUCTURE_TYPE_LOOP,
} type;
union
{
struct vsir_block *block;
struct
{
struct vsir_cfg_structure_list body;
unsigned idx;
} loop;
} u;
};
static void vsir_cfg_structure_init(struct vsir_cfg_structure *structure, enum vsir_cfg_structure_type type);
static void vsir_cfg_structure_cleanup(struct vsir_cfg_structure *structure);
static void vsir_cfg_structure_list_cleanup(struct vsir_cfg_structure_list *list)
{
unsigned int i;
for (i = 0; i < list->count; ++i)
vsir_cfg_structure_cleanup(&list->structures[i]);
vkd3d_free(list->structures);
}
static struct vsir_cfg_structure *vsir_cfg_structure_list_append(struct vsir_cfg_structure_list *list,
enum vsir_cfg_structure_type type)
{
struct vsir_cfg_structure *ret;
if (!vkd3d_array_reserve((void **)&list->structures, &list->capacity, list->count + 1,
sizeof(*list->structures)))
return NULL;
ret = &list->structures[list->count++];
vsir_cfg_structure_init(ret, type);
return ret;
}
static void vsir_cfg_structure_init(struct vsir_cfg_structure *structure, enum vsir_cfg_structure_type type)
{
memset(structure, 0, sizeof(*structure));
structure->type = type;
}
static void vsir_cfg_structure_cleanup(struct vsir_cfg_structure *structure)
{
if (structure->type == STRUCTURE_TYPE_LOOP)
vsir_cfg_structure_list_cleanup(&structure->u.loop.body);
}
struct vsir_cfg
{
struct vkd3d_shader_message_context *message_context;
@ -3187,6 +3254,8 @@ struct vsir_cfg
bool synthetic;
} *loop_intervals;
size_t loop_interval_count, loop_interval_capacity;
struct vsir_cfg_structure_list structured_program;
};
static void vsir_cfg_cleanup(struct vsir_cfg *cfg)
@ -3201,6 +3270,8 @@ static void vsir_cfg_cleanup(struct vsir_cfg *cfg)
vsir_block_list_cleanup(&cfg->order);
vsir_cfg_structure_list_cleanup(&cfg->structured_program);
vkd3d_free(cfg->blocks);
vkd3d_free(cfg->loops);
vkd3d_free(cfg->loops_by_header);
@ -3916,6 +3987,70 @@ static enum vkd3d_result vsir_cfg_generate_synthetic_loop_intervals(struct vsir_
return VKD3D_OK;
}
static enum vkd3d_result vsir_cfg_build_structured_program(struct vsir_cfg *cfg)
{
unsigned int i, stack_depth = 1, open_interval_idx = 0;
struct vsir_cfg_structure_list **stack = NULL;
/* It's enough to allocate up to the maximum interval stacking
* depth (plus one for the full program), but this is simpler. */
if (!(stack = vkd3d_calloc(cfg->loop_interval_count + 1, sizeof(*stack))))
goto fail;
cfg->structured_program.end = cfg->order.count;
stack[0] = &cfg->structured_program;
for (i = 0; i < cfg->order.count; ++i)
{
struct vsir_cfg_structure *structure;
assert(stack_depth > 0);
/* Open loop intervals. */
while (open_interval_idx < cfg->loop_interval_count)
{
struct cfg_loop_interval *interval = &cfg->loop_intervals[open_interval_idx];
if (interval->begin != i)
break;
if (!(structure = vsir_cfg_structure_list_append(stack[stack_depth - 1], STRUCTURE_TYPE_LOOP)))
goto fail;
structure->u.loop.idx = open_interval_idx++;
structure->u.loop.body.end = interval->end;
stack[stack_depth++] = &structure->u.loop.body;
}
/* Execute the block. */
if (!(structure = vsir_cfg_structure_list_append(stack[stack_depth - 1], STRUCTURE_TYPE_BLOCK)))
goto fail;
structure->u.block = cfg->order.blocks[i];
/* TODO: process the jump after the block. */
/* Close loop intervals. */
while (stack_depth > 0)
{
if (stack[stack_depth - 1]->end != i + 1)
break;
--stack_depth;
}
}
assert(stack_depth == 0);
assert(open_interval_idx == cfg->loop_interval_count);
vkd3d_free(stack);
return VKD3D_OK;
fail:
vkd3d_free(stack);
return VKD3D_ERROR_OUT_OF_MEMORY;
}
enum vkd3d_result vkd3d_shader_normalise(struct vkd3d_shader_parser *parser,
const struct vkd3d_shader_compile_info *compile_info)
{
@ -3961,6 +4096,12 @@ enum vkd3d_result vkd3d_shader_normalise(struct vkd3d_shader_parser *parser,
return result;
}
if ((result = vsir_cfg_build_structured_program(&cfg)) < 0)
{
vsir_cfg_cleanup(&cfg);
return result;
}
if ((result = vsir_program_structurise(program)) < 0)
{
vsir_cfg_cleanup(&cfg);