yuzu/src/shader_recompiler/backend/glsl/reg_alloc.cpp

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// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <string>
#include <string_view>
#include <fmt/format.h>
#include "shader_recompiler/backend/glsl/reg_alloc.h"
#include "shader_recompiler/exception.h"
#include "shader_recompiler/frontend/ir/value.h"
#pragma optimize("", off)
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namespace Shader::Backend::GLSL {
namespace {
std::string Representation(Id id) {
if (id.is_condition_code != 0) {
throw NotImplementedException("Condition code");
}
if (id.is_spill != 0) {
throw NotImplementedException("Spilling");
}
const u32 index{static_cast<u32>(id.index)};
return fmt::format("R{}", index);
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}
std::string MakeImm(const IR::Value& value) {
switch (value.Type()) {
case IR::Type::U1:
return fmt::format("{}", value.U1() ? "true" : "false");
case IR::Type::U32:
return fmt::format("{}", value.U32());
case IR::Type::F32:
return fmt::format("{}", value.F32());
case IR::Type::U64:
return fmt::format("{}", value.U64());
case IR::Type::F64:
return fmt::format("{}", value.F64());
default:
throw NotImplementedException("Immediate type {}", value.Type());
}
}
} // Anonymous namespace
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std::string RegAlloc::Define(IR::Inst& inst, Type type) {
const Id id{Alloc()};
const auto type_str{GetType(type, id.index)};
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inst.SetDefinition<Id>(id);
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return type_str + Representation(id);
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}
std::string RegAlloc::Consume(const IR::Value& value) {
const auto result = value.IsImmediate() ? MakeImm(value) : Consume(*value.InstRecursive());
return result;
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}
std::string RegAlloc::Consume(IR::Inst& inst) {
const Id id{inst.Definition<Id>()};
inst.DestructiveRemoveUsage();
if (!inst.HasUses()) {
Free(id);
}
return Representation(inst.Definition<Id>());
}
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std::string RegAlloc::GetType(Type type, u32 index) {
if (register_defined[index]) {
return "";
}
register_defined[index] = true;
switch (type) {
case Type::U32:
return "uint ";
case Type::S32:
return "int ";
case Type::F32:
return "float ";
default:
return "";
}
}
Id RegAlloc::Alloc() {
if (num_used_registers < NUM_REGS) {
for (size_t reg = 0; reg < NUM_REGS; ++reg) {
if (register_use[reg]) {
continue;
}
register_use[reg] = true;
Id ret{};
ret.index.Assign(static_cast<u32>(reg));
ret.is_long.Assign(0);
ret.is_spill.Assign(0);
ret.is_condition_code.Assign(0);
return ret;
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}
}
throw NotImplementedException("Register spilling");
}
void RegAlloc::Free(Id id) {
if (id.is_spill != 0) {
throw NotImplementedException("Free spill");
}
register_use[id.index] = false;
}
/*static*/ bool RegAlloc::IsAliased(const IR::Inst& inst) {
switch (inst.GetOpcode()) {
case IR::Opcode::Identity:
case IR::Opcode::BitCastU16F16:
case IR::Opcode::BitCastU32F32:
case IR::Opcode::BitCastU64F64:
case IR::Opcode::BitCastF16U16:
case IR::Opcode::BitCastF32U32:
case IR::Opcode::BitCastF64U64:
return true;
default:
return false;
}
}
/*static*/ IR::Inst& RegAlloc::AliasInst(IR::Inst& inst) {
IR::Inst* it{&inst};
while (IsAliased(*it)) {
const IR::Value arg{it->Arg(0)};
if (arg.IsImmediate()) {
break;
}
it = arg.InstRecursive();
}
return *it;
}
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} // namespace Shader::Backend::GLSL