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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.
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@ -13,60 +13,16 @@
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namespace Shader::Optimization {
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void VertexATransformPass(IR::Program& program) {
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bool replaced_join{};
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bool eliminated_epilogue{};
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for (IR::Block* const block : program.post_order_blocks) {
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for (IR::Inst& inst : block->Instructions()) {
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switch (inst.GetOpcode()) {
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case IR::Opcode::Return:
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inst.ReplaceOpcode(IR::Opcode::Join);
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replaced_join = true;
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break;
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case IR::Opcode::Epilogue:
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inst.Invalidate();
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eliminated_epilogue = true;
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break;
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default:
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break;
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}
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if (replaced_join && eliminated_epilogue) {
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return;
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}
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}
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}
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void VertexATransformPass(IR::Program&) {
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throw NotImplementedException("VertexA pass");
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}
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void VertexBTransformPass(IR::Program& program) {
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for (IR::Block* const block : program.blocks) {
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for (IR::Inst& inst : block->Instructions()) {
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if (inst.GetOpcode() == IR::Opcode::Prologue) {
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return inst.Invalidate();
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}
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}
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}
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void VertexBTransformPass(IR::Program&) {
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throw NotImplementedException("VertexA pass");
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}
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void DualVertexJoinPass(IR::Program& program) {
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const auto& blocks = program.blocks;
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const s64 sub_size = static_cast<s64>(blocks.size()) - 1;
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if (sub_size < 1) {
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throw LogicError("Dual Vertex Join pass failed, expected atleast 2 blocks");
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}
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for (s64 index = 0; index < sub_size; ++index) {
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IR::Block* const current_block{blocks[index]};
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IR::Block* const next_block{blocks[index + 1]};
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for (IR::Inst& inst : current_block->Instructions()) {
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if (inst.GetOpcode() == IR::Opcode::Join) {
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IR::IREmitter ir{*current_block, IR::Block::InstructionList::s_iterator_to(inst)};
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ir.Branch(next_block);
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inst.Invalidate();
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// Only 1 join should exist
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return;
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}
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}
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}
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throw LogicError("Dual Vertex Join pass failed, no join present");
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void DualVertexJoinPass(IR::Program&) {
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throw NotImplementedException("VertexA pass");
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}
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} // namespace Shader::Optimization
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