glasm: Changes to GLASM register allocator and emit context

This commit is contained in:
ReinUsesLisp 2021-05-07 06:31:30 -03:00 committed by ameerj
parent 36f1586267
commit c1ba685d9c
4 changed files with 64 additions and 26 deletions

View File

@ -2,6 +2,10 @@
// Licensed under GPLv2 or any later version // Licensed under GPLv2 or any later version
// Refer to the license.txt file included. // Refer to the license.txt file included.
#pragma once
#include "shader_recompiler/backend/glasm/emit_context.h" #include "shader_recompiler/backend/glasm/emit_context.h"
namespace Shader::Backend::GLASM {
EmitContext::EmitContext() = default;
} // namespace Shader::Backend::GLASM

View File

@ -5,17 +5,38 @@
#pragma once #pragma once
#include <string> #include <string>
#include <utility>
#include <fmt/format.h>
#include "shader_recompiler/backend/glasm/reg_alloc.h" #include "shader_recompiler/backend/glasm/reg_alloc.h"
namespace Shader::IR {
class Inst;
}
namespace Shader::Backend::GLASM { namespace Shader::Backend::GLASM {
class EmitContext { class EmitContext {
public: public:
std::string code; explicit EmitContext();
RegAlloc reg_alloc;
private: template <typename... Args>
void Add(const char* fmt, IR::Inst& inst, Args&&... args) {
code += fmt::format(fmt, reg_alloc.Define(inst), std::forward<Args>(args)...);
// TODO: Remove this
code += '\n';
}
template <typename... Args>
void Add(const char* fmt, Args&&... args) {
code += fmt::format(fmt, std::forward<Args>(args)...);
// TODO: Remove this
code += '\n';
}
std::string code;
RegAlloc reg_alloc{*this};
}; };
} // namespace Shader::Backend::GLASM } // namespace Shader::Backend::GLASM

View File

@ -3,18 +3,16 @@
// Refer to the license.txt file included. // Refer to the license.txt file included.
#include <string> #include <string>
#include <string_view>
#include <fmt/format.h> #include <fmt/format.h>
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/reg_alloc.h" #include "shader_recompiler/backend/glasm/reg_alloc.h"
#include "shader_recompiler/exception.h" #include "shader_recompiler/exception.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLASM { namespace Shader::Backend::GLASM {
namespace { namespace {
constexpr std::string_view SWIZZLE = "xyzw";
std::string Representation(Id id) { std::string Representation(Id id) {
if (id.is_condition_code != 0) { if (id.is_condition_code != 0) {
throw NotImplementedException("Condition code"); throw NotImplementedException("Condition code");
@ -22,27 +20,36 @@ std::string Representation(Id id) {
if (id.is_spill != 0) { if (id.is_spill != 0) {
throw NotImplementedException("Spilling"); throw NotImplementedException("Spilling");
} }
const u32 num_elements{id.num_elements_minus_one + 1};
const u32 index{static_cast<u32>(id.index)}; const u32 index{static_cast<u32>(id.index)};
if (num_elements == 4) { return fmt::format("R{}.x", index);
return fmt::format("R{}", index); }
} else {
return fmt::format("R{}.{}", index, SWIZZLE.substr(id.base_element, num_elements)); std::string ImmValue(const IR::Value& value) {
switch (value.Type()) {
case IR::Type::U1:
return value.U1() ? "-1" : "0";
case IR::Type::U32:
return fmt::format("{}", value.U32());
case IR::Type::F32:
return fmt::format("{}", value.F32());
default:
throw NotImplementedException("Immediate type", value.Type());
} }
} }
} // Anonymous namespace } // Anonymous namespace
std::string RegAlloc::Define(IR::Inst& inst, u32 num_elements, u32 alignment) { std::string RegAlloc::Define(IR::Inst& inst) {
const Id id{Alloc(num_elements, alignment)}; const Id id{Alloc()};
inst.SetDefinition<Id>(id); inst.SetDefinition<Id>(id);
return Representation(id); return Representation(id);
} }
std::string RegAlloc::Consume(const IR::Value& value) { std::string RegAlloc::Consume(const IR::Value& value) {
if (!value.IsImmediate()) { if (value.IsImmediate()) {
return Consume(*value.Inst()); return ImmValue(value);
} else {
return Consume(*value.InstRecursive());
} }
throw NotImplementedException("Immediate loading");
} }
std::string RegAlloc::Consume(IR::Inst& inst) { std::string RegAlloc::Consume(IR::Inst& inst) {
@ -54,7 +61,7 @@ std::string RegAlloc::Consume(IR::Inst& inst) {
return Representation(inst.Definition<Id>()); return Representation(inst.Definition<Id>());
} }
Id RegAlloc::Alloc(u32 num_elements, [[maybe_unused]] u32 alignment) { Id RegAlloc::Alloc() {
for (size_t reg = 0; reg < NUM_REGS; ++reg) { for (size_t reg = 0; reg < NUM_REGS; ++reg) {
if (register_use[reg]) { if (register_use[reg]) {
continue; continue;
@ -62,8 +69,6 @@ Id RegAlloc::Alloc(u32 num_elements, [[maybe_unused]] u32 alignment) {
num_used_registers = std::max(num_used_registers, reg + 1); num_used_registers = std::max(num_used_registers, reg + 1);
register_use[reg] = true; register_use[reg] = true;
return Id{ return Id{
.base_element = 0,
.num_elements_minus_one = num_elements - 1,
.index = static_cast<u32>(reg), .index = static_cast<u32>(reg),
.is_spill = 0, .is_spill = 0,
.is_condition_code = 0, .is_condition_code = 0,

View File

@ -15,27 +15,35 @@ class Value;
namespace Shader::Backend::GLASM { namespace Shader::Backend::GLASM {
class EmitContext;
struct Id { struct Id {
u32 base_element : 2; u32 index : 30;
u32 num_elements_minus_one : 2;
u32 index : 26;
u32 is_spill : 1; u32 is_spill : 1;
u32 is_condition_code : 1; u32 is_condition_code : 1;
}; };
class RegAlloc { class RegAlloc {
public: public:
std::string Define(IR::Inst& inst, u32 num_elements = 1, u32 alignment = 1); RegAlloc(EmitContext& ctx_) : ctx{ctx_} {}
std::string Define(IR::Inst& inst);
std::string Consume(const IR::Value& value); std::string Consume(const IR::Value& value);
[[nodiscard]] size_t NumUsedRegisters() const noexcept {
return num_used_registers;
}
private: private:
static constexpr size_t NUM_REGS = 4096; static constexpr size_t NUM_REGS = 4096;
static constexpr size_t NUM_ELEMENTS = 4; static constexpr size_t NUM_ELEMENTS = 4;
EmitContext& ctx;
std::string Consume(IR::Inst& inst); std::string Consume(IR::Inst& inst);
Id Alloc(u32 num_elements, u32 alignment); Id Alloc();
void Free(Id id); void Free(Id id);