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a7109c767b
* Rewrite shader decoding stage * Fix P2R constant buffer encoding * Fix PSET/PSETP * PR feedback * Log unimplemented shader instructions * Implement NOP * Remove using * PR feedback
94 lines
No EOL
3 KiB
C#
94 lines
No EOL
3 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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namespace Ryujinx.Graphics.Shader.Translation
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{
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static class Dominance
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{
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// Those methods are an implementation of the algorithms on "A Simple, Fast Dominance Algorithm".
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// https://www.cs.rice.edu/~keith/EMBED/dom.pdf
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public static void FindDominators(ControlFlowGraph cfg)
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{
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BasicBlock Intersect(BasicBlock block1, BasicBlock block2)
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{
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while (block1 != block2)
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{
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while (cfg.PostOrderMap[block1.Index] < cfg.PostOrderMap[block2.Index])
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{
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block1 = block1.ImmediateDominator;
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}
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while (cfg.PostOrderMap[block2.Index] < cfg.PostOrderMap[block1.Index])
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{
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block2 = block2.ImmediateDominator;
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}
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}
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return block1;
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}
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cfg.Blocks[0].ImmediateDominator = cfg.Blocks[0];
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bool modified;
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do
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{
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modified = false;
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for (int blkIndex = cfg.PostOrderBlocks.Length - 2; blkIndex >= 0; blkIndex--)
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{
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BasicBlock block = cfg.PostOrderBlocks[blkIndex];
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BasicBlock newIDom = null;
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foreach (BasicBlock predecessor in block.Predecessors)
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{
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if (predecessor.ImmediateDominator != null)
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{
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if (newIDom != null)
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{
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newIDom = Intersect(predecessor, newIDom);
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}
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else
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{
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newIDom = predecessor;
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}
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}
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}
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if (block.ImmediateDominator != newIDom)
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{
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block.ImmediateDominator = newIDom;
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modified = true;
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}
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}
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}
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while (modified);
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}
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public static void FindDominanceFrontiers(BasicBlock[] blocks)
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{
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for (int blkIndex = 0; blkIndex < blocks.Length; blkIndex++)
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{
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BasicBlock block = blocks[blkIndex];
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if (block.Predecessors.Count < 2)
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{
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continue;
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}
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for (int pBlkIndex = 0; pBlkIndex < block.Predecessors.Count; pBlkIndex++)
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{
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BasicBlock current = block.Predecessors[pBlkIndex];
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while (current != block.ImmediateDominator)
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{
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current.DominanceFrontiers.Add(block);
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current = current.ImmediateDominator;
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}
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}
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}
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}
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}
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} |