// Copyright 2021 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #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 { Register RegAlloc::Define(IR::Inst& inst) { 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()); } 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()); } } 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) { Value ret; switch (value.Type()) { case IR::Type::Void: ret.type = Type::Void; break; case IR::Type::U1: ret.type = Type::U32; ret.imm_u32 = value.U1() ? 0xffffffff : 0; break; case IR::Type::U32: ret.type = Type::U32; ret.imm_u32 = value.U32(); break; case IR::Type::F32: ret.type = Type::F32; ret.imm_f32 = value.F32(); break; case IR::Type::U64: ret.type = Type::U64; ret.imm_u64 = value.U64(); break; case IR::Type::F64: ret.type = Type::F64; ret.imm_f64 = value.F64(); break; default: throw NotImplementedException("Immediate type {}", value.Type()); } return ret; } Register RegAlloc::Define(IR::Inst& inst, bool is_long) { inst.SetDefinition(Alloc(is_long)); return Register{PeekInst(inst)}; } Value RegAlloc::PeekInst(IR::Inst& inst) { Value ret; ret.type = Type::Register; ret.id = inst.Definition(); return ret; } Value RegAlloc::ConsumeInst(IR::Inst& inst) { inst.DestructiveRemoveUsage(); if (!inst.HasUses()) { Free(inst.Definition()); } return PeekInst(inst); } Id RegAlloc::Alloc(bool is_long) { size_t& num_regs{is_long ? num_used_long_registers : num_used_registers}; std::bitset& 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(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"); } if (id.is_long != 0) { long_register_use[id.index] = false; } else { register_use[id.index] = false; } } } // namespace Shader::Backend::GLASM