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author | Liam <byteslice@airmail.cc> | 2023-06-10 17:40:58 +0200 |
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committer | Liam <byteslice@airmail.cc> | 2023-06-10 18:30:39 +0200 |
commit | 2bb7ea436dc74f812a8092201dc597ed58ff3c7a (patch) | |
tree | 27b6426a646112e163ae39b733ce60ca6d6aa748 /src/shader_recompiler/ir_opt/conditional_barrier_pass.cpp | |
parent | Merge pull request #10685 from liamwhite/serialization-is-hard (diff) | |
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Diffstat (limited to 'src/shader_recompiler/ir_opt/conditional_barrier_pass.cpp')
-rw-r--r-- | src/shader_recompiler/ir_opt/conditional_barrier_pass.cpp | 44 |
1 files changed, 44 insertions, 0 deletions
diff --git a/src/shader_recompiler/ir_opt/conditional_barrier_pass.cpp b/src/shader_recompiler/ir_opt/conditional_barrier_pass.cpp new file mode 100644 index 000000000..c3ed27f4f --- /dev/null +++ b/src/shader_recompiler/ir_opt/conditional_barrier_pass.cpp @@ -0,0 +1,44 @@ +// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project +// SPDX-License-Identifier: GPL-2.0-or-later + +#include "shader_recompiler/frontend/ir/program.h" +#include "shader_recompiler/ir_opt/passes.h" + +namespace Shader::Optimization { + +void ConditionalBarrierPass(IR::Program& program) { + s32 conditional_control_flow_count{0}; + s32 conditional_return_count{0}; + for (IR::AbstractSyntaxNode& node : program.syntax_list) { + switch (node.type) { + case IR::AbstractSyntaxNode::Type::If: + case IR::AbstractSyntaxNode::Type::Loop: + conditional_control_flow_count++; + break; + case IR::AbstractSyntaxNode::Type::EndIf: + case IR::AbstractSyntaxNode::Type::Repeat: + conditional_control_flow_count--; + break; + case IR::AbstractSyntaxNode::Type::Unreachable: + case IR::AbstractSyntaxNode::Type::Return: + if (conditional_control_flow_count > 0) { + conditional_return_count++; + } + break; + case IR::AbstractSyntaxNode::Type::Block: + for (IR::Inst& inst : node.data.block->Instructions()) { + if ((conditional_control_flow_count > 0 || conditional_return_count > 0) && + inst.GetOpcode() == IR::Opcode::Barrier) { + LOG_WARNING(Shader, "Barrier within conditional control flow"); + inst.ReplaceOpcode(IR::Opcode::Identity); + } + } + break; + default: + break; + } + } + ASSERT(conditional_control_flow_count == 0); +} + +} // namespace Shader::Optimization |