shadPS4/src/shader_recompiler/recompiler.cpp

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <fstream>
#include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/frontend/control_flow_graph.h"
#include "shader_recompiler/frontend/decode.h"
#include "shader_recompiler/frontend/structured_control_flow.h"
#include "shader_recompiler/ir/passes/passes.h"
#include "shader_recompiler/ir/post_order.h"
#include "shader_recompiler/recompiler.h"
namespace Shader {
IR::BlockList GenerateBlocks(const IR::AbstractSyntaxList& syntax_list) {
size_t num_syntax_blocks{};
for (const auto& node : syntax_list) {
if (node.type == IR::AbstractSyntaxNode::Type::Block) {
++num_syntax_blocks;
}
}
IR::BlockList blocks;
blocks.reserve(num_syntax_blocks);
u32 order_index{};
for (const auto& node : syntax_list) {
if (node.type == IR::AbstractSyntaxNode::Type::Block) {
blocks.push_back(node.data.block);
}
}
return blocks;
}
std::vector<u32> TranslateProgram(ObjectPool<IR::Inst>& inst_pool,
ObjectPool<IR::Block>& block_pool, Stage stage,
std::span<const u32> token) {
// Ensure first instruction is expected.
constexpr u32 token_mov_vcchi = 0xBEEB03FF;
ASSERT_MSG(token[0] == token_mov_vcchi, "First instruction is not s_mov_b32 vcc_hi, #imm");
Gcn::GcnCodeSlice slice(token.data(), token.data() + token.size());
Gcn::GcnDecodeContext decoder;
// Decode and save instructions
IR::Program program;
program.ins_list.reserve(token.size());
while (!slice.atEnd()) {
program.ins_list.emplace_back(decoder.decodeInstruction(slice));
}
// Create control flow graph
ObjectPool<Gcn::Block> gcn_block_pool{64};
Gcn::CFG cfg{gcn_block_pool, program.ins_list};
// Structurize control flow graph and create program.
program.syntax_list = Shader::Gcn::BuildASL(inst_pool, block_pool, cfg, stage);
program.blocks = GenerateBlocks(program.syntax_list);
program.post_order_blocks = Shader::IR::PostOrder(program.syntax_list.front());
program.stage = stage;
// Run optimization passes
Shader::Optimization::SsaRewritePass(program.post_order_blocks);
Shader::Optimization::ConstantPropagationPass(program.post_order_blocks);
Shader::Optimization::IdentityRemovalPass(program.blocks);
// Shader::Optimization::ResourceTrackingPass(program.post_order_blocks);
Shader::Optimization::DeadCodeEliminationPass(program.blocks);
// TODO: Pass profile from vulkan backend
const auto code = Backend::SPIRV::EmitSPIRV(Profile{}, program);
return code;
}
} // namespace Shader