decode.cpp 13 KB

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  1. // Copyright 2018 yuzu Emulator Project
  2. // Licensed under GPLv2 or any later version
  3. // Refer to the license.txt file included.
  4. #include <cstring>
  5. #include <limits>
  6. #include <set>
  7. #include <fmt/format.h>
  8. #include "common/assert.h"
  9. #include "common/common_types.h"
  10. #include "video_core/engines/shader_bytecode.h"
  11. #include "video_core/engines/shader_header.h"
  12. #include "video_core/shader/control_flow.h"
  13. #include "video_core/shader/memory_util.h"
  14. #include "video_core/shader/node_helper.h"
  15. #include "video_core/shader/shader_ir.h"
  16. namespace VideoCommon::Shader {
  17. using Tegra::Shader::Instruction;
  18. using Tegra::Shader::OpCode;
  19. namespace {
  20. void DeduceTextureHandlerSize(VideoCore::GuestDriverProfile& gpu_driver,
  21. const std::list<Sampler>& used_samplers) {
  22. if (gpu_driver.IsTextureHandlerSizeKnown() || used_samplers.size() <= 1) {
  23. return;
  24. }
  25. u32 count{};
  26. std::vector<u32> bound_offsets;
  27. for (const auto& sampler : used_samplers) {
  28. if (sampler.is_bindless) {
  29. continue;
  30. }
  31. ++count;
  32. bound_offsets.emplace_back(sampler.offset);
  33. }
  34. if (count > 1) {
  35. gpu_driver.DeduceTextureHandlerSize(std::move(bound_offsets));
  36. }
  37. }
  38. std::optional<u32> TryDeduceSamplerSize(const Sampler& sampler_to_deduce,
  39. VideoCore::GuestDriverProfile& gpu_driver,
  40. const std::list<Sampler>& used_samplers) {
  41. const u32 base_offset = sampler_to_deduce.offset;
  42. u32 max_offset{std::numeric_limits<u32>::max()};
  43. for (const auto& sampler : used_samplers) {
  44. if (sampler.is_bindless) {
  45. continue;
  46. }
  47. if (sampler.offset > base_offset) {
  48. max_offset = std::min(sampler.offset, max_offset);
  49. }
  50. }
  51. if (max_offset == std::numeric_limits<u32>::max()) {
  52. return std::nullopt;
  53. }
  54. return ((max_offset - base_offset) * 4) / gpu_driver.GetTextureHandlerSize();
  55. }
  56. } // Anonymous namespace
  57. class ASTDecoder {
  58. public:
  59. explicit ASTDecoder(ShaderIR& ir_) : ir(ir_) {}
  60. void operator()(ASTProgram& ast) {
  61. ASTNode current = ast.nodes.GetFirst();
  62. while (current) {
  63. Visit(current);
  64. current = current->GetNext();
  65. }
  66. }
  67. void operator()(ASTIfThen& ast) {
  68. ASTNode current = ast.nodes.GetFirst();
  69. while (current) {
  70. Visit(current);
  71. current = current->GetNext();
  72. }
  73. }
  74. void operator()(ASTIfElse& ast) {
  75. ASTNode current = ast.nodes.GetFirst();
  76. while (current) {
  77. Visit(current);
  78. current = current->GetNext();
  79. }
  80. }
  81. void operator()(ASTBlockEncoded& ast) {}
  82. void operator()(ASTBlockDecoded& ast) {}
  83. void operator()(ASTVarSet& ast) {}
  84. void operator()(ASTLabel& ast) {}
  85. void operator()(ASTGoto& ast) {}
  86. void operator()(ASTDoWhile& ast) {
  87. ASTNode current = ast.nodes.GetFirst();
  88. while (current) {
  89. Visit(current);
  90. current = current->GetNext();
  91. }
  92. }
  93. void operator()(ASTReturn& ast) {}
  94. void operator()(ASTBreak& ast) {}
  95. void Visit(ASTNode& node) {
  96. std::visit(*this, *node->GetInnerData());
  97. if (node->IsBlockEncoded()) {
  98. auto block = std::get_if<ASTBlockEncoded>(node->GetInnerData());
  99. NodeBlock bb = ir.DecodeRange(block->start, block->end);
  100. node->TransformBlockEncoded(std::move(bb));
  101. }
  102. }
  103. private:
  104. ShaderIR& ir;
  105. };
  106. void ShaderIR::Decode() {
  107. std::memcpy(&header, program_code.data(), sizeof(Tegra::Shader::Header));
  108. decompiled = false;
  109. auto info = ScanFlow(program_code, main_offset, settings, registry);
  110. auto& shader_info = *info;
  111. coverage_begin = shader_info.start;
  112. coverage_end = shader_info.end;
  113. switch (shader_info.settings.depth) {
  114. case CompileDepth::FlowStack: {
  115. for (const auto& block : shader_info.blocks) {
  116. basic_blocks.insert({block.start, DecodeRange(block.start, block.end + 1)});
  117. }
  118. break;
  119. }
  120. case CompileDepth::NoFlowStack: {
  121. disable_flow_stack = true;
  122. const auto insert_block = [this](NodeBlock& nodes, u32 label) {
  123. if (label == static_cast<u32>(exit_branch)) {
  124. return;
  125. }
  126. basic_blocks.insert({label, nodes});
  127. };
  128. const auto& blocks = shader_info.blocks;
  129. NodeBlock current_block;
  130. u32 current_label = static_cast<u32>(exit_branch);
  131. for (auto& block : blocks) {
  132. if (shader_info.labels.count(block.start) != 0) {
  133. insert_block(current_block, current_label);
  134. current_block.clear();
  135. current_label = block.start;
  136. }
  137. if (!block.ignore_branch) {
  138. DecodeRangeInner(current_block, block.start, block.end);
  139. InsertControlFlow(current_block, block);
  140. } else {
  141. DecodeRangeInner(current_block, block.start, block.end + 1);
  142. }
  143. }
  144. insert_block(current_block, current_label);
  145. break;
  146. }
  147. case CompileDepth::DecompileBackwards:
  148. case CompileDepth::FullDecompile: {
  149. program_manager = std::move(shader_info.manager);
  150. disable_flow_stack = true;
  151. decompiled = true;
  152. ASTDecoder decoder{*this};
  153. ASTNode program = GetASTProgram();
  154. decoder.Visit(program);
  155. break;
  156. }
  157. default:
  158. LOG_CRITICAL(HW_GPU, "Unknown decompilation mode!");
  159. [[fallthrough]];
  160. case CompileDepth::BruteForce: {
  161. const auto shader_end = static_cast<u32>(program_code.size());
  162. coverage_begin = main_offset;
  163. coverage_end = shader_end;
  164. for (u32 label = main_offset; label < shader_end; ++label) {
  165. basic_blocks.insert({label, DecodeRange(label, label + 1)});
  166. }
  167. break;
  168. }
  169. }
  170. if (settings.depth != shader_info.settings.depth) {
  171. LOG_WARNING(
  172. HW_GPU, "Decompiling to this setting \"{}\" failed, downgrading to this setting \"{}\"",
  173. CompileDepthAsString(settings.depth), CompileDepthAsString(shader_info.settings.depth));
  174. }
  175. }
  176. NodeBlock ShaderIR::DecodeRange(u32 begin, u32 end) {
  177. NodeBlock basic_block;
  178. DecodeRangeInner(basic_block, begin, end);
  179. return basic_block;
  180. }
  181. void ShaderIR::DecodeRangeInner(NodeBlock& bb, u32 begin, u32 end) {
  182. for (u32 pc = begin; pc < (begin > end ? MAX_PROGRAM_LENGTH : end);) {
  183. pc = DecodeInstr(bb, pc);
  184. }
  185. }
  186. void ShaderIR::InsertControlFlow(NodeBlock& bb, const ShaderBlock& block) {
  187. const auto apply_conditions = [&](const Condition& cond, Node n) -> Node {
  188. Node result = n;
  189. if (cond.cc != ConditionCode::T) {
  190. result = Conditional(GetConditionCode(cond.cc), {result});
  191. }
  192. if (cond.predicate != Pred::UnusedIndex) {
  193. u32 pred = static_cast<u32>(cond.predicate);
  194. const bool is_neg = pred > 7;
  195. if (is_neg) {
  196. pred -= 8;
  197. }
  198. result = Conditional(GetPredicate(pred, is_neg), {result});
  199. }
  200. return result;
  201. };
  202. if (std::holds_alternative<SingleBranch>(*block.branch)) {
  203. auto branch = std::get_if<SingleBranch>(block.branch.get());
  204. if (branch->address < 0) {
  205. if (branch->kill) {
  206. Node n = Operation(OperationCode::Discard);
  207. n = apply_conditions(branch->condition, n);
  208. bb.push_back(n);
  209. global_code.push_back(n);
  210. return;
  211. }
  212. Node n = Operation(OperationCode::Exit);
  213. n = apply_conditions(branch->condition, n);
  214. bb.push_back(n);
  215. global_code.push_back(n);
  216. return;
  217. }
  218. Node n = Operation(OperationCode::Branch, Immediate(branch->address));
  219. n = apply_conditions(branch->condition, n);
  220. bb.push_back(n);
  221. global_code.push_back(n);
  222. return;
  223. }
  224. auto multi_branch = std::get_if<MultiBranch>(block.branch.get());
  225. Node op_a = GetRegister(multi_branch->gpr);
  226. for (auto& branch_case : multi_branch->branches) {
  227. Node n = Operation(OperationCode::Branch, Immediate(branch_case.address));
  228. Node op_b = Immediate(branch_case.cmp_value);
  229. Node condition =
  230. GetPredicateComparisonInteger(Tegra::Shader::PredCondition::EQ, false, op_a, op_b);
  231. auto result = Conditional(condition, {n});
  232. bb.push_back(result);
  233. global_code.push_back(result);
  234. }
  235. }
  236. u32 ShaderIR::DecodeInstr(NodeBlock& bb, u32 pc) {
  237. // Ignore sched instructions when generating code.
  238. if (IsSchedInstruction(pc, main_offset)) {
  239. return pc + 1;
  240. }
  241. const Instruction instr = {program_code[pc]};
  242. const auto opcode = OpCode::Decode(instr);
  243. const u32 nv_address = ConvertAddressToNvidiaSpace(pc);
  244. // Decoding failure
  245. if (!opcode) {
  246. UNIMPLEMENTED_MSG("Unhandled instruction: {0:x}", instr.value);
  247. bb.push_back(Comment(fmt::format("{:05x} Unimplemented Shader instruction (0x{:016x})",
  248. nv_address, instr.value)));
  249. return pc + 1;
  250. }
  251. bb.push_back(Comment(
  252. fmt::format("{:05x} {} (0x{:016x})", nv_address, opcode->get().GetName(), instr.value)));
  253. using Tegra::Shader::Pred;
  254. UNIMPLEMENTED_IF_MSG(instr.pred.full_pred == Pred::NeverExecute,
  255. "NeverExecute predicate not implemented");
  256. static const std::map<OpCode::Type, u32 (ShaderIR::*)(NodeBlock&, u32)> decoders = {
  257. {OpCode::Type::Arithmetic, &ShaderIR::DecodeArithmetic},
  258. {OpCode::Type::ArithmeticImmediate, &ShaderIR::DecodeArithmeticImmediate},
  259. {OpCode::Type::Bfe, &ShaderIR::DecodeBfe},
  260. {OpCode::Type::Bfi, &ShaderIR::DecodeBfi},
  261. {OpCode::Type::Shift, &ShaderIR::DecodeShift},
  262. {OpCode::Type::ArithmeticInteger, &ShaderIR::DecodeArithmeticInteger},
  263. {OpCode::Type::ArithmeticIntegerImmediate, &ShaderIR::DecodeArithmeticIntegerImmediate},
  264. {OpCode::Type::ArithmeticHalf, &ShaderIR::DecodeArithmeticHalf},
  265. {OpCode::Type::ArithmeticHalfImmediate, &ShaderIR::DecodeArithmeticHalfImmediate},
  266. {OpCode::Type::Ffma, &ShaderIR::DecodeFfma},
  267. {OpCode::Type::Hfma2, &ShaderIR::DecodeHfma2},
  268. {OpCode::Type::Conversion, &ShaderIR::DecodeConversion},
  269. {OpCode::Type::Warp, &ShaderIR::DecodeWarp},
  270. {OpCode::Type::Memory, &ShaderIR::DecodeMemory},
  271. {OpCode::Type::Texture, &ShaderIR::DecodeTexture},
  272. {OpCode::Type::Image, &ShaderIR::DecodeImage},
  273. {OpCode::Type::FloatSetPredicate, &ShaderIR::DecodeFloatSetPredicate},
  274. {OpCode::Type::IntegerSetPredicate, &ShaderIR::DecodeIntegerSetPredicate},
  275. {OpCode::Type::HalfSetPredicate, &ShaderIR::DecodeHalfSetPredicate},
  276. {OpCode::Type::PredicateSetRegister, &ShaderIR::DecodePredicateSetRegister},
  277. {OpCode::Type::PredicateSetPredicate, &ShaderIR::DecodePredicateSetPredicate},
  278. {OpCode::Type::RegisterSetPredicate, &ShaderIR::DecodeRegisterSetPredicate},
  279. {OpCode::Type::FloatSet, &ShaderIR::DecodeFloatSet},
  280. {OpCode::Type::IntegerSet, &ShaderIR::DecodeIntegerSet},
  281. {OpCode::Type::HalfSet, &ShaderIR::DecodeHalfSet},
  282. {OpCode::Type::Video, &ShaderIR::DecodeVideo},
  283. {OpCode::Type::Xmad, &ShaderIR::DecodeXmad},
  284. };
  285. std::vector<Node> tmp_block;
  286. if (const auto decoder = decoders.find(opcode->get().GetType()); decoder != decoders.end()) {
  287. pc = (this->*decoder->second)(tmp_block, pc);
  288. } else {
  289. pc = DecodeOther(tmp_block, pc);
  290. }
  291. // Some instructions (like SSY) don't have a predicate field, they are always unconditionally
  292. // executed.
  293. const bool can_be_predicated = OpCode::IsPredicatedInstruction(opcode->get().GetId());
  294. const auto pred_index = static_cast<u32>(instr.pred.pred_index);
  295. if (can_be_predicated && pred_index != static_cast<u32>(Pred::UnusedIndex)) {
  296. const Node conditional =
  297. Conditional(GetPredicate(pred_index, instr.negate_pred != 0), std::move(tmp_block));
  298. global_code.push_back(conditional);
  299. bb.push_back(conditional);
  300. } else {
  301. for (auto& node : tmp_block) {
  302. global_code.push_back(node);
  303. bb.push_back(node);
  304. }
  305. }
  306. return pc + 1;
  307. }
  308. void ShaderIR::PostDecode() {
  309. // Deduce texture handler size if needed
  310. auto gpu_driver = registry.AccessGuestDriverProfile();
  311. DeduceTextureHandlerSize(gpu_driver, used_samplers);
  312. // Deduce Indexed Samplers
  313. if (!uses_indexed_samplers) {
  314. return;
  315. }
  316. for (auto& sampler : used_samplers) {
  317. if (!sampler.is_indexed) {
  318. continue;
  319. }
  320. if (const auto size = TryDeduceSamplerSize(sampler, gpu_driver, used_samplers)) {
  321. sampler.size = *size;
  322. } else {
  323. LOG_CRITICAL(HW_GPU, "Failed to deduce size of indexed sampler");
  324. sampler.size = 1;
  325. }
  326. }
  327. }
  328. } // namespace VideoCommon::Shader