vkd3d-shader/ir: Topologically sort the control flow graph.

This commit is contained in:
Giovanni Mascellani 2024-02-02 23:35:21 +01:00 committed by Alexandre Julliard
parent 880d781b57
commit ed40646c8a
Notes: Alexandre Julliard 2024-03-08 23:47:19 +01:00
Approved-by: Conor McCarthy (@cmccarthy)
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/672

View File

@ -3056,6 +3056,13 @@ static enum vkd3d_result vsir_block_list_add(struct vsir_block_list *list, struc
return vsir_block_list_add_checked(list, block);
}
/* It is guaranteed that the relative order is kept. */
static void vsir_block_list_remove_index(struct vsir_block_list *list, size_t idx)
{
--list->count;
memmove(&list->blocks[idx], &list->blocks[idx + 1], (list->count - idx) * sizeof(*list->blocks));
}
struct vsir_block
{
unsigned int label;
@ -3126,6 +3133,8 @@ struct vsir_cfg
struct vsir_block_list *loops;
size_t loops_count, loops_capacity;
size_t *loops_by_header;
struct vsir_block_list order;
};
static void vsir_cfg_cleanup(struct vsir_cfg *cfg)
@ -3138,6 +3147,8 @@ static void vsir_cfg_cleanup(struct vsir_cfg *cfg)
for (i = 0; i < cfg->loops_count; ++i)
vsir_block_list_cleanup(&cfg->loops[i]);
vsir_block_list_cleanup(&cfg->order);
vkd3d_free(cfg->blocks);
vkd3d_free(cfg->loops);
vkd3d_free(cfg->loops_by_header);
@ -3218,6 +3229,8 @@ static enum vkd3d_result vsir_cfg_init(struct vsir_cfg *cfg, struct vsir_program
cfg->program = program;
cfg->block_count = program->block_count;
vsir_block_list_init(&cfg->order);
if (!(cfg->blocks = vkd3d_calloc(cfg->block_count, sizeof(*cfg->blocks))))
return VKD3D_ERROR_OUT_OF_MEMORY;
@ -3471,6 +3484,135 @@ static enum vkd3d_result vsir_cfg_compute_loops(struct vsir_cfg *cfg)
return VKD3D_OK;
}
struct vsir_cfg_node_sorter
{
struct vsir_cfg *cfg;
struct vsir_block_list available_blocks;
};
static enum vkd3d_result vsir_cfg_node_sorter_make_node_available(struct vsir_cfg_node_sorter *sorter, struct vsir_block *block)
{
enum vkd3d_result ret;
if ((ret = vsir_block_list_add_checked(&sorter->available_blocks, block)) < 0)
return ret;
return VKD3D_OK;
}
/* Topologically sort the blocks according to the forward edges. By
* definition if the input CFG is reducible then its forward edges
* form a DAG, so a topological sorting exists. In order to compute it
* we keep an array with the incoming degree for each block and an
* available list of all the blocks whose incoming degree has reached
* zero. At each step we pick a block from the available list and
* strip it away from the graph, updating the incoming degrees and
* available list. We prefer picking the most recently added block
* (i.e., from the end of the available list) because it will keep
* together related blocks in the order, which allow us to generate
* fewer control flow primitives. */
static enum vkd3d_result vsir_cfg_sort_nodes(struct vsir_cfg *cfg)
{
struct vsir_cfg_node_sorter sorter = { .cfg = cfg };
unsigned int *in_degrees = NULL;
enum vkd3d_result ret;
size_t i;
if (!(in_degrees = vkd3d_calloc(cfg->block_count, sizeof(*in_degrees))))
return VKD3D_ERROR_OUT_OF_MEMORY;
for (i = 0; i < cfg->block_count; ++i)
{
struct vsir_block *block = &cfg->blocks[i];
if (block->label == 0)
{
in_degrees[i] = UINT_MAX;
continue;
}
in_degrees[i] = block->predecessors.count;
/* Do not count back edges. */
if (cfg->loops_by_header[i] != SIZE_MAX)
{
assert(in_degrees[i] > 0);
in_degrees[i] -= 1;
}
if (in_degrees[i] == 0 && block != cfg->entry)
{
WARN("Unexpected entry point %u.\n", block->label);
vkd3d_shader_error(cfg->message_context, &block->begin->location, VKD3D_SHADER_ERROR_VSIR_INVALID_CONTROL_FLOW,
"Block %u is unreachable from the entry point.", block->label);
ret = VKD3D_ERROR_INVALID_SHADER;
goto fail;
}
}
if (in_degrees[cfg->entry->label - 1] != 0)
{
WARN("Entry point has %u incoming forward edges.\n", in_degrees[cfg->entry->label - 1]);
vkd3d_shader_error(cfg->message_context, &cfg->entry->begin->location, VKD3D_SHADER_ERROR_VSIR_INVALID_CONTROL_FLOW,
"The entry point block has %u incoming forward edges.", in_degrees[cfg->entry->label - 1]);
ret = VKD3D_ERROR_INVALID_SHADER;
goto fail;
}
vsir_block_list_init(&sorter.available_blocks);
if ((ret = vsir_cfg_node_sorter_make_node_available(&sorter, cfg->entry)) < 0)
goto fail;
while (sorter.available_blocks.count != 0)
{
struct vsir_block *block = sorter.available_blocks.blocks[sorter.available_blocks.count - 1];
vsir_block_list_remove_index(&sorter.available_blocks, sorter.available_blocks.count - 1);
if ((ret = vsir_block_list_add_checked(&cfg->order, block)) < 0)
goto fail;
/* Remove (forward) edges and make new nodes available. */
for (i = 0; i < block->successors.count; ++i)
{
struct vsir_block *successor = block->successors.blocks[i];
if (vsir_block_dominates(successor, block))
continue;
assert(in_degrees[successor->label - 1] > 0);
--in_degrees[successor->label - 1];
if (in_degrees[successor->label - 1] == 0)
{
if ((ret = vsir_cfg_node_sorter_make_node_available(&sorter, successor)) < 0)
goto fail;
}
}
}
if (cfg->order.count != cfg->block_count)
{
/* There is a cycle of forward edges. */
WARN("The control flow graph is not reducible.\n");
vkd3d_shader_error(cfg->message_context, &cfg->entry->begin->location, VKD3D_SHADER_ERROR_VSIR_INVALID_CONTROL_FLOW,
"The control flow graph is not reducible.");
ret = VKD3D_ERROR_INVALID_SHADER;
goto fail;
}
vkd3d_free(in_degrees);
vsir_block_list_cleanup(&sorter.available_blocks);
return VKD3D_OK;
fail:
vkd3d_free(in_degrees);
vsir_block_list_cleanup(&sorter.available_blocks);
return ret;
}
enum vkd3d_result vkd3d_shader_normalise(struct vkd3d_shader_parser *parser,
const struct vkd3d_shader_compile_info *compile_info)
{
@ -3503,6 +3645,12 @@ enum vkd3d_result vkd3d_shader_normalise(struct vkd3d_shader_parser *parser,
return result;
}
if ((result = vsir_cfg_sort_nodes(&cfg)) < 0)
{
vsir_cfg_cleanup(&cfg);
return result;
}
if ((result = simple_structurizer_run(parser)) < 0)
{
vsir_cfg_cleanup(&cfg);