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 {
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Register RegAlloc::Define(IR::Inst& inst) {
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return Define(inst, false);
}
Register RegAlloc::LongDefine(IR::Inst& inst) {
return Define(inst, true);
}
Value RegAlloc::Peek(const IR::Value& value) {
return value.IsImmediate() ? MakeImm(value) : PeekInst(*value.InstRecursive());
}
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Value RegAlloc::Consume(const IR::Value& value) {
return value.IsImmediate() ? MakeImm(value) : ConsumeInst(*value.InstRecursive());
}
void RegAlloc::Unref(IR::Inst& inst) {
inst.DestructiveRemoveUsage();
if (!inst.HasUses()) {
Free(inst.Definition<Id>());
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}
}
Register RegAlloc::AllocReg() {
Register ret;
ret.type = Type::Register;
ret.id = Alloc(false);
return ret;
}
Register RegAlloc::AllocLongReg() {
Register ret;
ret.type = Type::Register;
ret.id = Alloc(true);
return ret;
}
void RegAlloc::FreeReg(Register reg) {
Free(reg.id);
}
Value RegAlloc::MakeImm(const IR::Value& value) {
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Value ret;
switch (value.Type()) {
case IR::Type::U1:
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ret.type = Type::U32;
ret.imm_u32 = value.U1() ? 0xffffffff : 0;
break;
case IR::Type::U32:
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ret.type = Type::U32;
ret.imm_u32 = value.U32();
break;
case IR::Type::F32:
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ret.type = Type::F32;
ret.imm_f32 = value.F32();
break;
case IR::Type::U64:
ret.type = Type::U64;
ret.imm_u64 = value.U64();
break;
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case IR::Type::F64:
ret.type = Type::F64;
ret.imm_f64 = value.F64();
break;
default:
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throw NotImplementedException("Immediate type {}", value.Type());
}
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return ret;
}
Register RegAlloc::Define(IR::Inst& inst, bool is_long) {
inst.SetDefinition<Id>(Alloc(is_long));
return Register{PeekInst(inst)};
}
Value RegAlloc::PeekInst(IR::Inst& inst) {
Value ret;
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ret.type = Type::Register;
ret.id = inst.Definition<Id>();
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return ret;
}
Value RegAlloc::ConsumeInst(IR::Inst& inst) {
inst.DestructiveRemoveUsage();
if (!inst.HasUses()) {
Free(inst.Definition<Id>());
}
return PeekInst(inst);
}
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Id RegAlloc::Alloc(bool is_long) {
size_t& num_regs{is_long ? num_used_long_registers : num_used_registers};
std::bitset<NUM_REGS>& use{is_long ? long_register_use : register_use};
if (num_used_registers + num_used_long_registers < NUM_REGS) {
for (size_t reg = 0; reg < NUM_REGS; ++reg) {
if (use[reg]) {
continue;
}
num_regs = std::max(num_regs, reg + 1);
use[reg] = true;
Id ret{};
ret.index.Assign(static_cast<u32>(reg));
ret.is_long.Assign(is_long ? 1 : 0);
ret.is_spill.Assign(0);
ret.is_condition_code.Assign(0);
return ret;
}
}
throw NotImplementedException("Register spilling");
}
void RegAlloc::Free(Id id) {
if (id.is_spill != 0) {
throw NotImplementedException("Free spill");
}
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if (id.is_long != 0) {
long_register_use[id.index] = false;
} else {
register_use[id.index] = false;
}
}
} // namespace Shader::Backend::GLASM