yuzu/src/shader_recompiler/ir_opt/dual_vertex_pass.cpp

75 lines
2.4 KiB
C++
Raw Normal View History

2021-04-18 23:03:38 +00:00
// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <ranges>
#include <tuple>
#include <type_traits>
#include "common/bit_cast.h"
#include "common/bit_util.h"
#include "shader_recompiler/exception.h"
#include "shader_recompiler/frontend/ir/ir_emitter.h"
#include "shader_recompiler/ir_opt/passes.h"
namespace Shader::Optimization {
void VertexATransformPass(IR::Program& program) {
bool replaced_join{};
bool eliminated_epilogue{};
for (IR::Block* const block : program.post_order_blocks) {
for (IR::Inst& inst : block->Instructions()) {
switch (inst.GetOpcode()) {
case IR::Opcode::Return:
inst.ReplaceOpcode(IR::Opcode::Join);
replaced_join = true;
break;
case IR::Opcode::Epilogue:
inst.Invalidate();
eliminated_epilogue = true;
break;
default:
break;
}
if (replaced_join && eliminated_epilogue) {
return;
}
}
}
}
void VertexBTransformPass(IR::Program& program) {
for (IR::Block* const block : program.post_order_blocks | std::views::reverse) {
for (IR::Inst& inst : block->Instructions()) {
if (inst.GetOpcode() == IR::Opcode::Prologue) {
return inst.Invalidate();
}
}
}
}
void DualVertexJoinPass(IR::Program& program) {
const auto& blocks = program.blocks;
s64 s = static_cast<s64>(blocks.size()) - 1;
if (s < 1) {
throw NotImplementedException("Dual Vertex Join pass failed, expected atleast 2 blocks!");
}
for (s64 index = 0; index < s; index++) {
IR::Block* const current_block = blocks[index];
IR::Block* const next_block = blocks[index + 1];
for (IR::Inst& inst : current_block->Instructions()) {
if (inst.GetOpcode() == IR::Opcode::Join) {
IR::IREmitter ir{*current_block, IR::Block::InstructionList::s_iterator_to(inst)};
ir.Branch(next_block);
inst.Invalidate();
// only 1 join should exist
return;
}
}
}
throw NotImplementedException("Dual Vertex Join pass failed, no join present!");
}
} // namespace Shader::Optimization