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https://github.com/yuzu-emu/yuzu-android
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shader_ir: Remove unnecessary constructors and use optional for ScanFlow result
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parent
01b21ee1e8
commit
d45fed3030
3 changed files with 17 additions and 28 deletions
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@ -29,10 +29,6 @@ struct ControlStack {
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std::array<u32, stack_fixed_size> stack{};
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u32 index{};
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ControlStack() {}
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ControlStack(const ControlStack& cp) = default;
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bool Compare(const ControlStack& cs) const {
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if (index != cs.index) {
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return false;
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@ -75,8 +71,6 @@ struct ControlStack {
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};
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struct Query {
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Query() {}
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Query(const Query& q) = default;
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u32 address{};
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ControlStack ssy_stack{};
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ControlStack pbk_stack{};
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@ -91,8 +85,6 @@ struct BlockStack {
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};
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struct BlockBranchInfo {
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BlockBranchInfo() = default;
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BlockBranchInfo(const BlockBranchInfo& b) = default;
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Condition condition{};
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s32 address{exit_branch};
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bool kill{};
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@ -102,7 +94,6 @@ struct BlockBranchInfo {
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};
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struct BlockInfo {
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BlockInfo() = default;
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u32 start{};
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u32 end{};
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bool visited{};
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@ -454,8 +445,8 @@ bool TryQuery(CFGRebuildState& state) {
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return true;
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}
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bool ScanFlow(const ProgramCode& program_code, u32 program_size, u32 start_address,
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ShaderCharacteristics& result_out) {
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std::optional<ShaderCharacteristics> ScanFlow(const ProgramCode& program_code, u32 program_size,
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u32 start_address) {
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CFGRebuildState state{program_code, program_size};
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// Inspect Code and generate blocks
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state.labels.clear();
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@ -463,7 +454,7 @@ bool ScanFlow(const ProgramCode& program_code, u32 program_size, u32 start_addre
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state.inspect_queries.push_back(start_address);
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while (!state.inspect_queries.empty()) {
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if (!TryInspectAddress(state)) {
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return false;
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return {};
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}
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}
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// Decompile Stacks
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@ -480,7 +471,7 @@ bool ScanFlow(const ProgramCode& program_code, u32 program_size, u32 start_addre
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// Sort and organize results
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std::sort(state.block_info.begin(), state.block_info.end(),
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[](const BlockInfo& a, const BlockInfo& b) -> bool { return a.start < b.start; });
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result_out.blocks.clear();
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ShaderCharacteristics result_out{};
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result_out.decompilable = decompiled;
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result_out.start = start_address;
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result_out.end = start_address;
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@ -499,7 +490,7 @@ bool ScanFlow(const ProgramCode& program_code, u32 program_size, u32 start_addre
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}
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if (result_out.decompilable) {
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result_out.labels = std::move(state.labels);
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return true;
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return {result_out};
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}
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// If it's not decompilable, merge the unlabelled blocks together
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auto back = result_out.blocks.begin();
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@ -513,6 +504,6 @@ bool ScanFlow(const ProgramCode& program_code, u32 program_size, u32 start_addre
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back = next;
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next++;
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}
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return true;
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return {result_out};
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}
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} // namespace VideoCommon::Shader
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@ -32,8 +32,6 @@ struct Condition {
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};
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struct ShaderBlock {
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ShaderBlock() = default;
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ShaderBlock(const ShaderBlock& sb) = default;
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u32 start{};
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u32 end{};
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bool ignore_branch{};
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@ -44,7 +42,7 @@ struct ShaderBlock {
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bool operator==(const Branch& b) const {
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return std::tie(cond, kills, address) == std::tie(b.cond, b.kills, b.address);
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}
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} branch;
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} branch{};
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bool operator==(const ShaderBlock& sb) const {
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return std::tie(start, end, ignore_branch, branch) ==
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std::tie(sb.start, sb.end, sb.ignore_branch, sb.branch);
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@ -52,14 +50,14 @@ struct ShaderBlock {
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};
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struct ShaderCharacteristics {
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std::list<ShaderBlock> blocks;
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std::list<ShaderBlock> blocks{};
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bool decompilable{};
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u32 start;
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u32 end;
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u32 start{};
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u32 end{};
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std::unordered_set<u32> labels{};
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};
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bool ScanFlow(const ProgramCode& program_code, u32 program_size, u32 start_address,
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ShaderCharacteristics& result_out);
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std::optional<ShaderCharacteristics> ScanFlow(const ProgramCode& program_code, u32 program_size,
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u32 start_address);
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} // namespace VideoCommon::Shader
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@ -39,9 +39,9 @@ void ShaderIR::Decode() {
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std::memcpy(&header, program_code.data(), sizeof(Tegra::Shader::Header));
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disable_flow_stack = false;
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ShaderCharacteristics shader_info{};
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bool can_proceed = ScanFlow(program_code, program_code.size(), main_offset, shader_info);
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if (can_proceed) {
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const auto info = ScanFlow(program_code, program_code.size(), main_offset);
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if (info) {
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const auto& shader_info = *info;
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coverage_begin = shader_info.start;
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coverage_end = shader_info.end;
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if (shader_info.decompilable) {
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@ -52,7 +52,7 @@ void ShaderIR::Decode() {
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}
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basic_blocks.insert({label, nodes});
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});
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std::list<ShaderBlock>& blocks = shader_info.blocks;
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const auto& blocks = shader_info.blocks;
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NodeBlock current_block;
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u32 current_label = exit_branch;
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for (auto& block : blocks) {
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@ -82,7 +82,7 @@ void ShaderIR::Decode() {
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// Now we need to deal with an undecompilable shader. We need to brute force
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// a shader that captures every position.
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coverage_begin = shader_info.start;
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coverage_begin = main_offset;
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const u32 shader_end = static_cast<u32>(program_size / sizeof(u64));
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coverage_end = shader_end;
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for (u32 label = main_offset; label < shader_end; label++) {
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