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shader: Abstract breadth searches and use the abstraction

This commit is contained in:
ReinUsesLisp 2021-04-04 03:00:41 -03:00 committed by ameerj
parent 3f594dd86b
commit 85795de99f
4 changed files with 106 additions and 104 deletions

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@ -27,6 +27,7 @@ add_library(shader_recompiler STATIC
frontend/ir/attribute.h
frontend/ir/basic_block.cpp
frontend/ir/basic_block.h
frontend/ir/breadth_first_search.h
frontend/ir/condition.cpp
frontend/ir/condition.h
frontend/ir/flow_test.cpp

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@ -0,0 +1,57 @@
// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <optional>
#include <type_traits>
#include <queue>
#include <boost/container/small_vector.hpp>
#include "shader_recompiler/frontend/ir/microinstruction.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::IR {
template <typename Pred>
auto BreadthFirstSearch(const Value& value, Pred&& pred)
-> std::invoke_result_t<Pred, const Inst*> {
if (value.IsImmediate()) {
// Nothing to do with immediates
return std::nullopt;
}
// Breadth-first search visiting the right most arguments first
// Small vector has been determined from shaders in Super Smash Bros. Ultimate
boost::container::small_vector<const Inst*, 2> visited;
std::queue<const Inst*> queue;
queue.push(value.InstRecursive());
while (!queue.empty()) {
// Pop one instruction from the queue
const Inst* const inst{queue.front()};
queue.pop();
if (const std::optional result = pred(inst)) {
// This is the instruction we were looking for
return result;
}
// Visit the right most arguments first
for (size_t arg = inst->NumArgs(); arg--;) {
const Value arg_value{inst->Arg(arg)};
if (arg_value.IsImmediate()) {
continue;
}
// Queue instruction if it hasn't been visited
const Inst* const arg_inst{arg_value.InstRecursive()};
if (std::ranges::find(visited, arg_inst) == visited.end()) {
visited.push_back(arg_inst);
queue.push(arg_inst);
}
}
}
// SSA tree has been traversed and the result hasn't been found
return std::nullopt;
}
} // namespace Shader::IR

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@ -12,6 +12,7 @@
#include <boost/container/small_vector.hpp>
#include "shader_recompiler/frontend/ir/basic_block.h"
#include "shader_recompiler/frontend/ir/breadth_first_search.h"
#include "shader_recompiler/frontend/ir/ir_emitter.h"
#include "shader_recompiler/frontend/ir/microinstruction.h"
#include "shader_recompiler/ir_opt/passes.h"
@ -219,68 +220,35 @@ std::optional<LowAddrInfo> TrackLowAddress(IR::Inst* inst) {
};
}
/// Tries to get the storage buffer out of a constant buffer read instruction
std::optional<StorageBufferAddr> TryGetStorageBuffer(const IR::Inst* inst, const Bias* bias) {
if (inst->Opcode() != IR::Opcode::GetCbufU32) {
return std::nullopt;
}
const IR::Value index{inst->Arg(0)};
const IR::Value offset{inst->Arg(1)};
if (!index.IsImmediate()) {
// Definitely not a storage buffer if it's read from a non-immediate index
return std::nullopt;
}
if (!offset.IsImmediate()) {
// TODO: Support SSBO arrays
return std::nullopt;
}
const StorageBufferAddr storage_buffer{
.index{index.U32()},
.offset{offset.U32()},
};
if (bias && !MeetsBias(storage_buffer, *bias)) {
// We have to blacklist some addresses in case we wrongly point to them
return std::nullopt;
}
return storage_buffer;
}
/// Tries to track the storage buffer address used by a global memory instruction
std::optional<StorageBufferAddr> Track(const IR::Value& value, const Bias* bias) {
if (value.IsImmediate()) {
// Nothing to do with immediates
return std::nullopt;
}
// Breadth-first search visiting the right most arguments first
// Small vector has been determined from shaders in Super Smash Bros. Ultimate
small_vector<const IR::Inst*, 2> visited;
std::queue<const IR::Inst*> queue;
queue.push(value.InstRecursive());
while (!queue.empty()) {
// Pop one instruction from the queue
const IR::Inst* const inst{queue.front()};
queue.pop();
if (const std::optional<StorageBufferAddr> result = TryGetStorageBuffer(inst, bias)) {
// This is the instruction we were looking for
return result;
const auto pred{[bias](const IR::Inst* inst) -> std::optional<StorageBufferAddr> {
if (inst->Opcode() != IR::Opcode::GetCbufU32) {
return std::nullopt;
}
// Visit the right most arguments first
for (size_t arg = inst->NumArgs(); arg--;) {
const IR::Value arg_value{inst->Arg(arg)};
if (arg_value.IsImmediate()) {
continue;
}
// Queue instruction if it hasn't been visited
const IR::Inst* const arg_inst{arg_value.InstRecursive()};
if (std::ranges::find(visited, arg_inst) == visited.end()) {
visited.push_back(arg_inst);
queue.push(arg_inst);
}
const IR::Value index{inst->Arg(0)};
const IR::Value offset{inst->Arg(1)};
if (!index.IsImmediate()) {
// Definitely not a storage buffer if it's read from a
// non-immediate index
return std::nullopt;
}
}
// SSA tree has been traversed and the origin hasn't been found
return std::nullopt;
if (!offset.IsImmediate()) {
// TODO: Support SSBO arrays
return std::nullopt;
}
const StorageBufferAddr storage_buffer{
.index{index.U32()},
.offset{offset.U32()},
};
if (bias && !MeetsBias(storage_buffer, *bias)) {
// We have to blacklist some addresses in case we wrongly
// point to them
return std::nullopt;
}
return storage_buffer;
}};
return BreadthFirstSearch(value, pred);
}
/// Collects the storage buffer used by a global memory instruction and the instruction itself

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@ -2,13 +2,14 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <optional>
#include <boost/container/flat_set.hpp>
#include <boost/container/small_vector.hpp>
#include "shader_recompiler/environment.h"
#include "shader_recompiler/frontend/ir/basic_block.h"
#include "shader_recompiler/frontend/ir/breadth_first_search.h"
#include "shader_recompiler/frontend/ir/ir_emitter.h"
#include "shader_recompiler/ir_opt/passes.h"
#include "shader_recompiler/shader_info.h"
@ -28,9 +29,6 @@ struct TextureInst {
using TextureInstVector = boost::container::small_vector<TextureInst, 24>;
using VisitedBlocks = boost::container::flat_set<IR::Block*, std::less<IR::Block*>,
boost::container::small_vector<IR::Block*, 2>>;
IR::Opcode IndexedInstruction(const IR::Inst& inst) {
switch (inst.Opcode()) {
case IR::Opcode::BindlessImageSampleImplicitLod:
@ -101,57 +99,35 @@ bool IsTextureInstruction(const IR::Inst& inst) {
return IndexedInstruction(inst) != IR::Opcode::Void;
}
std::optional<ConstBufferAddr> Track(IR::Block* block, const IR::Value& value,
VisitedBlocks& visited) {
if (value.IsImmediate()) {
// Immediates can't be a storage buffer
std::optional<ConstBufferAddr> TryGetConstBuffer(const IR::Inst* inst) {
if (inst->Opcode() != IR::Opcode::GetCbufU32) {
return std::nullopt;
}
const IR::Inst* const inst{value.InstRecursive()};
if (inst->Opcode() == IR::Opcode::GetCbufU32) {
const IR::Value index{inst->Arg(0)};
const IR::Value offset{inst->Arg(1)};
if (!index.IsImmediate()) {
// Reading a bindless texture from variable indices is valid
// but not supported here at the moment
return std::nullopt;
}
if (!offset.IsImmediate()) {
// TODO: Support arrays of textures
return std::nullopt;
}
return ConstBufferAddr{
.index{index.U32()},
.offset{offset.U32()},
};
const IR::Value index{inst->Arg(0)};
const IR::Value offset{inst->Arg(1)};
if (!index.IsImmediate()) {
// Reading a bindless texture from variable indices is valid
// but not supported here at the moment
return std::nullopt;
}
// Reversed loops are more likely to find the right result
for (size_t arg = inst->NumArgs(); arg--;) {
IR::Block* inst_block{block};
if (inst->Opcode() == IR::Opcode::Phi) {
// If we are going through a phi node, mark the current block as visited
visited.insert(block);
// and skip already visited blocks to avoid looping forever
IR::Block* const phi_block{inst->PhiBlock(arg)};
if (visited.contains(phi_block)) {
// Already visited, skip
continue;
}
inst_block = phi_block;
}
const std::optional storage_buffer{Track(inst_block, inst->Arg(arg), visited)};
if (storage_buffer) {
return *storage_buffer;
}
if (!offset.IsImmediate()) {
// TODO: Support arrays of textures
return std::nullopt;
}
return std::nullopt;
return ConstBufferAddr{
.index{index.U32()},
.offset{offset.U32()},
};
}
std::optional<ConstBufferAddr> Track(const IR::Value& value) {
return IR::BreadthFirstSearch(value, TryGetConstBuffer);
}
TextureInst MakeInst(Environment& env, IR::Block* block, IR::Inst& inst) {
ConstBufferAddr addr;
if (IsBindless(inst)) {
VisitedBlocks visited;
const std::optional<ConstBufferAddr> track_addr{Track(block, inst.Arg(0), visited)};
const std::optional<ConstBufferAddr> track_addr{Track(inst.Arg(0))};
if (!track_addr) {
throw NotImplementedException("Failed to track bindless texture constant buffer");
}