yuzu/src/shader_recompiler/backend/glasm/reg_alloc.cpp

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// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <string>
#include <fmt/format.h>
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/reg_alloc.h"
#include "shader_recompiler/exception.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLASM {
namespace {
std::string Representation(Id id) {
if (id.is_condition_code != 0) {
throw NotImplementedException("Condition code");
}
if (id.is_spill != 0) {
throw NotImplementedException("Spilling");
}
const u32 index{static_cast<u32>(id.index)};
return fmt::format("R{}.x", index);
}
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
std::string RegAlloc::Define(IR::Inst& inst) {
const Id id{Alloc()};
inst.SetDefinition<Id>(id);
return Representation(id);
}
std::string RegAlloc::Consume(const IR::Value& value) {
if (value.IsImmediate()) {
return ImmValue(value);
} else {
return Consume(*value.InstRecursive());
}
}
std::string RegAlloc::Consume(IR::Inst& inst) {
const Id id{inst.Definition<Id>()};
inst.DestructiveRemoveUsage();
if (!inst.HasUses()) {
Free(id);
}
return Representation(inst.Definition<Id>());
}
Id RegAlloc::Alloc() {
for (size_t reg = 0; reg < NUM_REGS; ++reg) {
if (register_use[reg]) {
continue;
}
num_used_registers = std::max(num_used_registers, reg + 1);
register_use[reg] = true;
return Id{
.index = static_cast<u32>(reg),
.is_spill = 0,
.is_condition_code = 0,
};
}
throw NotImplementedException("Register spilling");
}
void RegAlloc::Free(Id id) {
if (id.is_spill != 0) {
throw NotImplementedException("Free spill");
}
register_use[id.index] = false;
}
} // namespace Shader::Backend::GLASM