2019-06-25 20:15:40 -04:00
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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2019-06-24 19:46:49 -04:00
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#pragma once
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#include <list>
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#include <optional>
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2019-06-27 00:39:40 -04:00
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#include <set>
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2019-06-24 19:46:49 -04:00
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#include "video_core/engines/shader_bytecode.h"
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2019-06-28 22:59:43 -04:00
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#include "video_core/shader/ast.h"
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2019-08-16 16:25:02 -04:00
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#include "video_core/shader/compiler_settings.h"
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#include "video_core/shader/shader_ir.h"
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2019-06-24 19:46:49 -04:00
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namespace VideoCommon::Shader {
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using Tegra::Shader::ConditionCode;
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using Tegra::Shader::Pred;
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constexpr s32 exit_branch = -1;
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struct Condition {
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Pred predicate{Pred::UnusedIndex};
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ConditionCode cc{ConditionCode::T};
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bool IsUnconditional() const {
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return predicate == Pred::UnusedIndex && cc == ConditionCode::T;
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}
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2019-07-16 11:59:57 -04:00
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2019-06-25 20:15:40 -04:00
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bool operator==(const Condition& other) const {
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return std::tie(predicate, cc) == std::tie(other.predicate, other.cc);
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}
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bool operator!=(const Condition& other) const {
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return !operator==(other);
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}
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};
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struct ShaderBlock {
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struct Branch {
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Condition cond{};
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bool kills{};
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s32 address{};
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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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bool operator!=(const Branch& b) const {
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return !operator==(b);
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}
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};
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u32 start{};
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u32 end{};
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bool ignore_branch{};
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Branch 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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}
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bool operator!=(const ShaderBlock& sb) const {
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return !operator==(sb);
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}
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};
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struct ShaderCharacteristics {
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std::list<ShaderBlock> blocks{};
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std::set<u32> labels{};
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u32 start{};
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u32 end{};
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ASTManager manager{true, true};
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CompilerSettings settings{};
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};
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2019-10-15 18:05:50 -04:00
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std::unique_ptr<ShaderCharacteristics> ScanFlow(const ProgramCode& program_code,
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std::size_t program_size, u32 start_address,
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const CompilerSettings& settings);
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} // namespace VideoCommon::Shader
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