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vk_shader_decompiler: Implement labels tree and flow
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13aa664f3f
commit
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@ -86,6 +86,7 @@ public:
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void Decompile() {
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void Decompile() {
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AllocateBindings();
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AllocateBindings();
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AllocateLabels();
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DeclareVertex();
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DeclareVertex();
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DeclareGeometry();
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DeclareGeometry();
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@ -100,7 +101,63 @@ public:
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DeclareGlobalBuffers();
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DeclareGlobalBuffers();
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DeclareSamplers();
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DeclareSamplers();
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execute_function =
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Emit(OpFunction(t_void, spv::FunctionControlMask::Inline, TypeFunction(t_void)));
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Emit(OpLabel());
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const u32 first_address = ir.GetBasicBlocks().begin()->first;
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const Id loop_label = OpLabel("loop");
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const Id merge_label = OpLabel("merge");
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const Id dummy_label = OpLabel();
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const Id jump_label = OpLabel();
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continue_label = OpLabel("continue");
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std::vector<Sirit::Literal> literals;
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std::vector<Id> branch_labels;
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for (const auto& pair : labels) {
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const auto [literal, label] = pair;
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literals.push_back(literal);
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branch_labels.push_back(label);
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}
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// TODO(Rodrigo): Figure out the actual depth of the flow stack, for now it seems unlikely
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// that shaders will use 20 nested SSYs and PBKs.
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constexpr u32 FLOW_STACK_SIZE = 20;
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const Id flow_stack_type = TypeArray(t_uint, Constant(t_uint, FLOW_STACK_SIZE));
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jmp_to = Emit(OpVariable(TypePointer(spv::StorageClass::Function, t_uint),
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spv::StorageClass::Function, Constant(t_uint, first_address)));
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flow_stack = Emit(OpVariable(TypePointer(spv::StorageClass::Function, flow_stack_type),
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spv::StorageClass::Function, ConstantNull(flow_stack_type)));
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flow_stack_top =
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Emit(OpVariable(t_func_uint, spv::StorageClass::Function, Constant(t_uint, 0)));
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Name(jmp_to, "jmp_to");
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Name(flow_stack, "flow_stack");
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Name(flow_stack_top, "flow_stack_top");
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Emit(OpBranch(loop_label));
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Emit(loop_label);
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Emit(OpLoopMerge(merge_label, continue_label, spv::LoopControlMask::Unroll));
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Emit(OpBranch(dummy_label));
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Emit(dummy_label);
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const Id default_branch = OpLabel();
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const Id jmp_to_load = Emit(OpLoad(t_uint, jmp_to));
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Emit(OpSelectionMerge(jump_label, spv::SelectionControlMask::MaskNone));
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Emit(OpSwitch(jmp_to_load, default_branch, literals, branch_labels));
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Emit(default_branch);
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Emit(OpReturn());
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UNIMPLEMENTED();
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UNIMPLEMENTED();
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Emit(jump_label);
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Emit(OpBranch(continue_label));
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Emit(continue_label);
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Emit(OpBranch(loop_label));
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Emit(merge_label);
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Emit(OpReturn());
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Emit(OpFunctionEnd());
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}
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}
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ShaderEntries GetShaderEntries() const {
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ShaderEntries GetShaderEntries() const {
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@ -148,6 +205,13 @@ private:
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"Stage binding stride is too small");
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"Stage binding stride is too small");
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}
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}
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void AllocateLabels() {
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for (const auto& pair : ir.GetBasicBlocks()) {
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const u32 address = pair.first;
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labels.emplace(address, OpLabel(fmt::format("label_0x{:x}", address)));
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}
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}
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void DeclareVertex() {
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void DeclareVertex() {
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if (stage != ShaderStage::Vertex)
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if (stage != ShaderStage::Vertex)
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return;
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return;
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@ -432,6 +496,8 @@ private:
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const Id t_prv_bool = Name(TypePointer(spv::StorageClass::Private, t_bool), "prv_bool");
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const Id t_prv_bool = Name(TypePointer(spv::StorageClass::Private, t_bool), "prv_bool");
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const Id t_prv_float = Name(TypePointer(spv::StorageClass::Private, t_float), "prv_float");
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const Id t_prv_float = Name(TypePointer(spv::StorageClass::Private, t_float), "prv_float");
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const Id t_func_uint = Name(TypePointer(spv::StorageClass::Function, t_uint), "func_uint");
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const Id t_in_bool = Name(TypePointer(spv::StorageClass::Input, t_bool), "in_bool");
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const Id t_in_bool = Name(TypePointer(spv::StorageClass::Input, t_bool), "in_bool");
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const Id t_in_uint = Name(TypePointer(spv::StorageClass::Input, t_uint), "in_uint");
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const Id t_in_uint = Name(TypePointer(spv::StorageClass::Input, t_uint), "in_uint");
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const Id t_in_float = Name(TypePointer(spv::StorageClass::Input, t_float), "in_float");
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const Id t_in_float = Name(TypePointer(spv::StorageClass::Input, t_float), "in_float");
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@ -488,6 +554,11 @@ private:
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u32 samplers_base_binding{};
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u32 samplers_base_binding{};
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Id execute_function{};
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Id execute_function{};
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Id jmp_to{};
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Id flow_stack_top{};
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Id flow_stack{};
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Id continue_label{};
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std::map<u32, Id> labels;
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};
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};
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DecompilerResult Decompile(const VideoCommon::Shader::ShaderIR& ir, Maxwell::ShaderStage stage) {
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DecompilerResult Decompile(const VideoCommon::Shader::ShaderIR& ir, Maxwell::ShaderStage stage) {
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