yuzu/src/video_core/shader/control_flow.h

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// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <cstring>
#include <list>
#include <optional>
#include <unordered_set>
#include "video_core/engines/shader_bytecode.h"
#include "video_core/shader/shader_ir.h"
namespace VideoCommon::Shader {
using Tegra::Shader::ConditionCode;
using Tegra::Shader::Pred;
constexpr s32 exit_branch = -1;
struct Condition {
Pred predicate{Pred::UnusedIndex};
ConditionCode cc{ConditionCode::T};
bool IsUnconditional() const {
return predicate == Pred::UnusedIndex && cc == ConditionCode::T;
}
bool operator==(const Condition& other) const {
return std::tie(predicate, cc) == std::tie(other.predicate, other.cc);
}
};
struct ShaderBlock {
u32 start{};
u32 end{};
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bool ignore_branch{};
struct Branch {
Condition cond{};
bool kills{};
s32 address{};
bool operator==(const Branch& b) const {
return std::tie(cond, kills, address) == std::tie(b.cond, b.kills, b.address);
}
} branch{};
bool operator==(const ShaderBlock& sb) const {
return std::tie(start, end, ignore_branch, branch) ==
std::tie(sb.start, sb.end, sb.ignore_branch, sb.branch);
}
};
struct ShaderCharacteristics {
std::list<ShaderBlock> blocks{};
bool decompilable{};
u32 start{};
u32 end{};
std::unordered_set<u32> labels{};
};
std::optional<ShaderCharacteristics> ScanFlow(const ProgramCode& program_code, u32 program_size,
u32 start_address);
} // namespace VideoCommon::Shader