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// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "shader_recompiler/frontend/ir/program.h"
#include "shader_recompiler/ir_opt/passes.h"
namespace Shader::Optimization {
void ConditionalBarrierPass(IR::Program& program) {
s32 conditional_control_flow_count{0};
s32 conditional_return_count{0};
for (IR::AbstractSyntaxNode& node : program.syntax_list) {
switch (node.type) {
case IR::AbstractSyntaxNode::Type::If:
case IR::AbstractSyntaxNode::Type::Loop:
conditional_control_flow_count++;
break;
case IR::AbstractSyntaxNode::Type::EndIf:
case IR::AbstractSyntaxNode::Type::Repeat:
conditional_control_flow_count--;
break;
case IR::AbstractSyntaxNode::Type::Unreachable:
case IR::AbstractSyntaxNode::Type::Return:
if (conditional_control_flow_count > 0) {
conditional_return_count++;
}
break;
case IR::AbstractSyntaxNode::Type::Block:
for (IR::Inst& inst : node.data.block->Instructions()) {
if ((conditional_control_flow_count > 0 || conditional_return_count > 0) &&
inst.GetOpcode() == IR::Opcode::Barrier) {
LOG_WARNING(Shader, "Barrier within conditional control flow");
inst.ReplaceOpcode(IR::Opcode::Identity);
}
}
break;
default:
break;
}
}
ASSERT(conditional_control_flow_count == 0);
}
} // namespace Shader::Optimization
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