glasm: Rework control flow introducing a syntax list

This commit regresses VertexA shaders, their transformation pass has to
be adapted to the new control flow.
This commit is contained in:
ReinUsesLisp
2021-05-14 00:40:54 -03:00
committed by ameerj
parent 7ff5851608
commit d54d7de40e
33 changed files with 437 additions and 505 deletions

View File

@ -13,60 +13,16 @@
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 VertexATransformPass(IR::Program&) {
throw NotImplementedException("VertexA pass");
}
void VertexBTransformPass(IR::Program& program) {
for (IR::Block* const block : program.blocks) {
for (IR::Inst& inst : block->Instructions()) {
if (inst.GetOpcode() == IR::Opcode::Prologue) {
return inst.Invalidate();
}
}
}
void VertexBTransformPass(IR::Program&) {
throw NotImplementedException("VertexA pass");
}
void DualVertexJoinPass(IR::Program& program) {
const auto& blocks = program.blocks;
const s64 sub_size = static_cast<s64>(blocks.size()) - 1;
if (sub_size < 1) {
throw LogicError("Dual Vertex Join pass failed, expected atleast 2 blocks");
}
for (s64 index = 0; index < sub_size; ++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 LogicError("Dual Vertex Join pass failed, no join present");
void DualVertexJoinPass(IR::Program&) {
throw NotImplementedException("VertexA pass");
}
} // namespace Shader::Optimization