yuzu/src/shader_recompiler/backend/glsl/reg_alloc.cpp
ameerj 64337f004d glsl: Fix "reg" allocing
based on glasm with some tweaks
2021-07-22 21:51:35 -04:00

120 lines
3.4 KiB
C++

// 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)
namespace Shader::Backend::GLSL {
namespace {
constexpr std::string_view SWIZZLE = "xyzw";
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 num_elements{id.num_elements_minus_one + 1};
const u32 index{static_cast<u32>(id.index)};
return fmt::format("R{}", index);
}
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
std::string RegAlloc::Define(IR::Inst& inst, u32 num_elements, u32 alignment) {
const Id id{Alloc(num_elements, alignment)};
inst.SetDefinition<Id>(id);
return Representation(id);
}
std::string RegAlloc::Consume(const IR::Value& value) {
const auto result = value.IsImmediate() ? MakeImm(value) : Consume(*value.InstRecursive());
return result;
}
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>());
}
Id RegAlloc::Alloc(u32 num_elements, [[maybe_unused]] u32 alignment) {
for (size_t reg = 0; reg < NUM_REGS; ++reg) {
if (register_use[reg]) {
continue;
}
num_used_registers = std::max(num_used_registers, reg + 1);
register_use[reg] = true;
return Id{
.base_element = 0,
.num_elements_minus_one = num_elements - 1,
.index = static_cast<u32>(reg),
.is_spill = 0,
.is_condition_code = 0,
};
}
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;
}
} // namespace Shader::Backend::GLSL