shader: Use shared_ptr to store nodes and move initialization to file
Instead of having a vector of unique_ptr stored in a vector and returning star pointers to this, use shared_ptr. While changing initialization code, move it to a separate file when possible. This is a first step to allow code analysis and node generation beyond the ShaderIR class.
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35 changed files with 296 additions and 248 deletions
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@ -9,6 +9,7 @@
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#include "common/common_types.h"
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#include "common/logging/log.h"
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#include "video_core/engines/shader_bytecode.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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@ -28,30 +29,11 @@ ShaderIR::ShaderIR(const ProgramCode& program_code, u32 main_offset)
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ShaderIR::~ShaderIR() = default;
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Node ShaderIR::StoreNode(NodeData&& node_data) {
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auto store = std::make_unique<NodeData>(node_data);
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const Node node = store.get();
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stored_nodes.push_back(std::move(store));
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return node;
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}
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Node ShaderIR::Conditional(Node condition, std::vector<Node>&& code) {
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return StoreNode(ConditionalNode(condition, std::move(code)));
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}
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Node ShaderIR::Comment(std::string text) {
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return StoreNode(CommentNode(std::move(text)));
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}
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Node ShaderIR::Immediate(u32 value) {
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return StoreNode(ImmediateNode(value));
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}
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Node ShaderIR::GetRegister(Register reg) {
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if (reg != Register::ZeroIndex) {
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used_registers.insert(static_cast<u32>(reg));
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}
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return StoreNode(GprNode(reg));
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return MakeNode<GprNode>(reg);
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}
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Node ShaderIR::GetImmediate19(Instruction instr) {
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@ -69,7 +51,7 @@ Node ShaderIR::GetConstBuffer(u64 index_, u64 offset_) {
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const auto [entry, is_new] = used_cbufs.try_emplace(index);
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entry->second.MarkAsUsed(offset);
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return StoreNode(CbufNode(index, Immediate(offset)));
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return MakeNode<CbufNode>(index, Immediate(offset));
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}
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Node ShaderIR::GetConstBufferIndirect(u64 index_, u64 offset_, Node node) {
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@ -80,7 +62,7 @@ Node ShaderIR::GetConstBufferIndirect(u64 index_, u64 offset_, Node node) {
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entry->second.MarkAsUsedIndirect();
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const Node final_offset = Operation(OperationCode::UAdd, NO_PRECISE, node, Immediate(offset));
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return StoreNode(CbufNode(index, final_offset));
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return MakeNode<CbufNode>(index, final_offset);
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}
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Node ShaderIR::GetPredicate(u64 pred_, bool negated) {
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@ -89,7 +71,7 @@ Node ShaderIR::GetPredicate(u64 pred_, bool negated) {
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used_predicates.insert(pred);
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}
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return StoreNode(PredicateNode(pred, negated));
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return MakeNode<PredicateNode>(pred, negated);
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}
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Node ShaderIR::GetPredicate(bool immediate) {
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@ -98,12 +80,12 @@ Node ShaderIR::GetPredicate(bool immediate) {
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Node ShaderIR::GetInputAttribute(Attribute::Index index, u64 element, Node buffer) {
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used_input_attributes.emplace(index);
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return StoreNode(AbufNode(index, static_cast<u32>(element), buffer));
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return MakeNode<AbufNode>(index, static_cast<u32>(element), buffer);
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}
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Node ShaderIR::GetPhysicalInputAttribute(Tegra::Shader::Register physical_address, Node buffer) {
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uses_physical_attributes = true;
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return StoreNode(AbufNode(GetRegister(physical_address), buffer));
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return MakeNode<AbufNode>(GetRegister(physical_address), buffer);
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}
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Node ShaderIR::GetOutputAttribute(Attribute::Index index, u64 element, Node buffer) {
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@ -115,11 +97,11 @@ Node ShaderIR::GetOutputAttribute(Attribute::Index index, u64 element, Node buff
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}
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used_output_attributes.insert(index);
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return StoreNode(AbufNode(index, static_cast<u32>(element), buffer));
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return MakeNode<AbufNode>(index, static_cast<u32>(element), buffer);
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}
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Node ShaderIR::GetInternalFlag(InternalFlag flag, bool negated) {
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const Node node = StoreNode(InternalFlagNode(flag));
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const Node node = MakeNode<InternalFlagNode>(flag);
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if (negated) {
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return Operation(OperationCode::LogicalNegate, node);
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}
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@ -127,7 +109,7 @@ Node ShaderIR::GetInternalFlag(InternalFlag flag, bool negated) {
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}
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Node ShaderIR::GetLocalMemory(Node address) {
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return StoreNode(LmemNode(address));
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return MakeNode<LmemNode>(address);
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}
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Node ShaderIR::GetTemporal(u32 id) {
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@ -393,68 +375,4 @@ Node ShaderIR::BitfieldExtract(Node value, u32 offset, u32 bits) {
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Immediate(bits));
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}
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/*static*/ OperationCode ShaderIR::SignedToUnsignedCode(OperationCode operation_code,
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bool is_signed) {
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if (is_signed) {
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return operation_code;
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}
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switch (operation_code) {
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case OperationCode::FCastInteger:
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return OperationCode::FCastUInteger;
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case OperationCode::IAdd:
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return OperationCode::UAdd;
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case OperationCode::IMul:
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return OperationCode::UMul;
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case OperationCode::IDiv:
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return OperationCode::UDiv;
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case OperationCode::IMin:
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return OperationCode::UMin;
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case OperationCode::IMax:
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return OperationCode::UMax;
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case OperationCode::ICastFloat:
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return OperationCode::UCastFloat;
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case OperationCode::ICastUnsigned:
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return OperationCode::UCastSigned;
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case OperationCode::ILogicalShiftLeft:
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return OperationCode::ULogicalShiftLeft;
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case OperationCode::ILogicalShiftRight:
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return OperationCode::ULogicalShiftRight;
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case OperationCode::IArithmeticShiftRight:
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return OperationCode::UArithmeticShiftRight;
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case OperationCode::IBitwiseAnd:
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return OperationCode::UBitwiseAnd;
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case OperationCode::IBitwiseOr:
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return OperationCode::UBitwiseOr;
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case OperationCode::IBitwiseXor:
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return OperationCode::UBitwiseXor;
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case OperationCode::IBitwiseNot:
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return OperationCode::UBitwiseNot;
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case OperationCode::IBitfieldInsert:
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return OperationCode::UBitfieldInsert;
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case OperationCode::IBitCount:
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return OperationCode::UBitCount;
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case OperationCode::LogicalILessThan:
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return OperationCode::LogicalULessThan;
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case OperationCode::LogicalIEqual:
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return OperationCode::LogicalUEqual;
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case OperationCode::LogicalILessEqual:
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return OperationCode::LogicalULessEqual;
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case OperationCode::LogicalIGreaterThan:
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return OperationCode::LogicalUGreaterThan;
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case OperationCode::LogicalINotEqual:
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return OperationCode::LogicalUNotEqual;
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case OperationCode::LogicalIGreaterEqual:
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return OperationCode::LogicalUGreaterEqual;
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case OperationCode::INegate:
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UNREACHABLE_MSG("Can't negate an unsigned integer");
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return {};
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case OperationCode::IAbsolute:
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UNREACHABLE_MSG("Can't apply absolute to an unsigned integer");
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return {};
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default:
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UNREACHABLE_MSG("Unknown signed operation with code={}", static_cast<u32>(operation_code));
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return {};
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}
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}
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} // namespace VideoCommon::Shader
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