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https://git.suyu.dev/suyu/suyu
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4e35177e23
Implement VOTE using Nvidia's intrinsics. Documentation about these can be found here https://developer.nvidia.com/reading-between-threads-shader-intrinsics Instead of using portable ARB instructions I opted to use Nvidia intrinsics because these are the closest we have to how Tegra X1 hardware renders. To stub VOTE on non-Nvidia drivers (including nouveau) this commit simulates a GPU with a warp size of one, returning what is meaningful for the instruction being emulated: * anyThreadNV(value) -> value * allThreadsNV(value) -> value * allThreadsEqualNV(value) -> true ballotARB, also known as "uint64_t(activeThreadsNV())", emits VOTE.ANY Rd, PT, PT; on nouveau's compiler. This doesn't match exactly to Nvidia's code VOTE.ALL Rd, PT, PT; Which is emulated with activeThreadsNV() by this commit. In theory this shouldn't really matter since .ANY, .ALL and .EQ affect the predicates (set to PT on those cases) and not the registers.
223 lines
8.6 KiB
C++
223 lines
8.6 KiB
C++
// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <cstring>
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#include <set>
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#include <fmt/format.h>
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#include "common/assert.h"
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#include "common/common_types.h"
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#include "video_core/engines/shader_bytecode.h"
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#include "video_core/engines/shader_header.h"
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#include "video_core/shader/control_flow.h"
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#include "video_core/shader/node_helper.h"
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#include "video_core/shader/shader_ir.h"
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namespace VideoCommon::Shader {
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using Tegra::Shader::Instruction;
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using Tegra::Shader::OpCode;
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namespace {
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/**
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* Returns whether the instruction at the specified offset is a 'sched' instruction.
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* Sched instructions always appear before a sequence of 3 instructions.
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*/
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constexpr bool IsSchedInstruction(u32 offset, u32 main_offset) {
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constexpr u32 SchedPeriod = 4;
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u32 absolute_offset = offset - main_offset;
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return (absolute_offset % SchedPeriod) == 0;
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}
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} // namespace
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void ShaderIR::Decode() {
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std::memcpy(&header, program_code.data(), sizeof(Tegra::Shader::Header));
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disable_flow_stack = false;
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const auto info = ScanFlow(program_code, program_size, main_offset);
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if (info) {
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const auto& shader_info = *info;
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coverage_begin = shader_info.start;
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coverage_end = shader_info.end;
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if (shader_info.decompilable) {
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disable_flow_stack = true;
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const auto insert_block = [this](NodeBlock& nodes, u32 label) {
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if (label == static_cast<u32>(exit_branch)) {
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return;
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}
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basic_blocks.insert({label, nodes});
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};
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const auto& blocks = shader_info.blocks;
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NodeBlock current_block;
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u32 current_label = static_cast<u32>(exit_branch);
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for (auto& block : blocks) {
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if (shader_info.labels.count(block.start) != 0) {
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insert_block(current_block, current_label);
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current_block.clear();
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current_label = block.start;
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}
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if (!block.ignore_branch) {
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DecodeRangeInner(current_block, block.start, block.end);
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InsertControlFlow(current_block, block);
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} else {
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DecodeRangeInner(current_block, block.start, block.end + 1);
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}
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}
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insert_block(current_block, current_label);
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return;
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}
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LOG_WARNING(HW_GPU, "Flow Stack Removing Failed! Falling back to old method");
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// we can't decompile it, fallback to standard method
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for (const auto& block : shader_info.blocks) {
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basic_blocks.insert({block.start, DecodeRange(block.start, block.end + 1)});
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}
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return;
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}
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LOG_WARNING(HW_GPU, "Flow Analysis Failed! Falling back to brute force compiling");
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// Now we need to deal with an undecompilable shader. We need to brute force
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// a shader that captures every position.
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coverage_begin = main_offset;
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const u32 shader_end = static_cast<u32>(program_size / sizeof(u64));
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coverage_end = shader_end;
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for (u32 label = main_offset; label < shader_end; label++) {
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basic_blocks.insert({label, DecodeRange(label, label + 1)});
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}
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}
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NodeBlock ShaderIR::DecodeRange(u32 begin, u32 end) {
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NodeBlock basic_block;
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DecodeRangeInner(basic_block, begin, end);
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return basic_block;
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}
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void ShaderIR::DecodeRangeInner(NodeBlock& bb, u32 begin, u32 end) {
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for (u32 pc = begin; pc < (begin > end ? MAX_PROGRAM_LENGTH : end);) {
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pc = DecodeInstr(bb, pc);
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}
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}
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void ShaderIR::InsertControlFlow(NodeBlock& bb, const ShaderBlock& block) {
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const auto apply_conditions = [&](const Condition& cond, Node n) -> Node {
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Node result = n;
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if (cond.cc != ConditionCode::T) {
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result = Conditional(GetConditionCode(cond.cc), {result});
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}
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if (cond.predicate != Pred::UnusedIndex) {
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u32 pred = static_cast<u32>(cond.predicate);
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const bool is_neg = pred > 7;
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if (is_neg) {
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pred -= 8;
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}
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result = Conditional(GetPredicate(pred, is_neg), {result});
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}
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return result;
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};
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if (block.branch.address < 0) {
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if (block.branch.kills) {
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Node n = Operation(OperationCode::Discard);
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n = apply_conditions(block.branch.cond, n);
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bb.push_back(n);
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global_code.push_back(n);
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return;
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}
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Node n = Operation(OperationCode::Exit);
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n = apply_conditions(block.branch.cond, n);
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bb.push_back(n);
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global_code.push_back(n);
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return;
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}
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Node n = Operation(OperationCode::Branch, Immediate(block.branch.address));
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n = apply_conditions(block.branch.cond, n);
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bb.push_back(n);
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global_code.push_back(n);
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}
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u32 ShaderIR::DecodeInstr(NodeBlock& bb, u32 pc) {
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// Ignore sched instructions when generating code.
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if (IsSchedInstruction(pc, main_offset)) {
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return pc + 1;
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}
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const Instruction instr = {program_code[pc]};
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const auto opcode = OpCode::Decode(instr);
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const u32 nv_address = ConvertAddressToNvidiaSpace(pc);
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// Decoding failure
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if (!opcode) {
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UNIMPLEMENTED_MSG("Unhandled instruction: {0:x}", instr.value);
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bb.push_back(Comment(fmt::format("{:05x} Unimplemented Shader instruction (0x{:016x})",
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nv_address, instr.value)));
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return pc + 1;
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}
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bb.push_back(Comment(
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fmt::format("{:05x} {} (0x{:016x})", nv_address, opcode->get().GetName(), instr.value)));
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using Tegra::Shader::Pred;
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UNIMPLEMENTED_IF_MSG(instr.pred.full_pred == Pred::NeverExecute,
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"NeverExecute predicate not implemented");
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static const std::map<OpCode::Type, u32 (ShaderIR::*)(NodeBlock&, u32)> decoders = {
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{OpCode::Type::Arithmetic, &ShaderIR::DecodeArithmetic},
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{OpCode::Type::ArithmeticImmediate, &ShaderIR::DecodeArithmeticImmediate},
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{OpCode::Type::Bfe, &ShaderIR::DecodeBfe},
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{OpCode::Type::Bfi, &ShaderIR::DecodeBfi},
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{OpCode::Type::Shift, &ShaderIR::DecodeShift},
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{OpCode::Type::ArithmeticInteger, &ShaderIR::DecodeArithmeticInteger},
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{OpCode::Type::ArithmeticIntegerImmediate, &ShaderIR::DecodeArithmeticIntegerImmediate},
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{OpCode::Type::ArithmeticHalf, &ShaderIR::DecodeArithmeticHalf},
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{OpCode::Type::ArithmeticHalfImmediate, &ShaderIR::DecodeArithmeticHalfImmediate},
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{OpCode::Type::Ffma, &ShaderIR::DecodeFfma},
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{OpCode::Type::Hfma2, &ShaderIR::DecodeHfma2},
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{OpCode::Type::Conversion, &ShaderIR::DecodeConversion},
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{OpCode::Type::Warp, &ShaderIR::DecodeWarp},
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{OpCode::Type::Memory, &ShaderIR::DecodeMemory},
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{OpCode::Type::Texture, &ShaderIR::DecodeTexture},
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{OpCode::Type::Image, &ShaderIR::DecodeImage},
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{OpCode::Type::FloatSetPredicate, &ShaderIR::DecodeFloatSetPredicate},
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{OpCode::Type::IntegerSetPredicate, &ShaderIR::DecodeIntegerSetPredicate},
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{OpCode::Type::HalfSetPredicate, &ShaderIR::DecodeHalfSetPredicate},
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{OpCode::Type::PredicateSetRegister, &ShaderIR::DecodePredicateSetRegister},
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{OpCode::Type::PredicateSetPredicate, &ShaderIR::DecodePredicateSetPredicate},
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{OpCode::Type::RegisterSetPredicate, &ShaderIR::DecodeRegisterSetPredicate},
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{OpCode::Type::FloatSet, &ShaderIR::DecodeFloatSet},
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{OpCode::Type::IntegerSet, &ShaderIR::DecodeIntegerSet},
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{OpCode::Type::HalfSet, &ShaderIR::DecodeHalfSet},
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{OpCode::Type::Video, &ShaderIR::DecodeVideo},
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{OpCode::Type::Xmad, &ShaderIR::DecodeXmad},
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};
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std::vector<Node> tmp_block;
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if (const auto decoder = decoders.find(opcode->get().GetType()); decoder != decoders.end()) {
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pc = (this->*decoder->second)(tmp_block, pc);
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} else {
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pc = DecodeOther(tmp_block, pc);
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}
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// Some instructions (like SSY) don't have a predicate field, they are always unconditionally
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// executed.
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const bool can_be_predicated = OpCode::IsPredicatedInstruction(opcode->get().GetId());
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const auto pred_index = static_cast<u32>(instr.pred.pred_index);
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if (can_be_predicated && pred_index != static_cast<u32>(Pred::UnusedIndex)) {
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const Node conditional =
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Conditional(GetPredicate(pred_index, instr.negate_pred != 0), std::move(tmp_block));
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global_code.push_back(conditional);
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bb.push_back(conditional);
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} else {
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for (auto& node : tmp_block) {
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global_code.push_back(node);
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bb.push_back(node);
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}
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}
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return pc + 1;
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}
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} // namespace VideoCommon::Shader
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