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// Copyright 2021 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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#pragma once
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#include "common/common_types.h"
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#include "shader_recompiler/exception.h"
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#include "shader_recompiler/frontend/ir/attribute.h"
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#include "shader_recompiler/frontend/ir/pred.h"
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#include "shader_recompiler/frontend/ir/reg.h"
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#include "shader_recompiler/frontend/ir/type.h"
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namespace Shader::IR {
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class Block;
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class Inst;
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class Value {
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public:
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Value() noexcept : type{IR::Type::Void}, inst{nullptr} {}
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explicit Value(IR::Inst* value) noexcept;
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explicit Value(IR::Block* value) noexcept;
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explicit Value(IR::Reg value) noexcept;
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explicit Value(IR::Pred value) noexcept;
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explicit Value(IR::Attribute value) noexcept;
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explicit Value(bool value) noexcept;
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explicit Value(u8 value) noexcept;
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explicit Value(u16 value) noexcept;
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explicit Value(u32 value) noexcept;
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explicit Value(f32 value) noexcept;
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explicit Value(u64 value) noexcept;
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explicit Value(f64 value) noexcept;
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[[nodiscard]] bool IsIdentity() const noexcept;
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2021-02-24 08:21:30 +00:00
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[[nodiscard]] bool IsPhi() const noexcept;
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[[nodiscard]] bool IsEmpty() const noexcept;
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[[nodiscard]] bool IsImmediate() const noexcept;
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[[nodiscard]] bool IsLabel() const noexcept;
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[[nodiscard]] IR::Type Type() const noexcept;
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[[nodiscard]] IR::Inst* Inst() const;
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[[nodiscard]] IR::Block* Label() const;
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[[nodiscard]] IR::Inst* InstRecursive() const;
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[[nodiscard]] IR::Value Resolve() const;
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[[nodiscard]] IR::Reg Reg() const;
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[[nodiscard]] IR::Pred Pred() const;
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[[nodiscard]] IR::Attribute Attribute() const;
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[[nodiscard]] bool U1() const;
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[[nodiscard]] u8 U8() const;
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[[nodiscard]] u16 U16() const;
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[[nodiscard]] u32 U32() const;
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[[nodiscard]] f32 F32() const;
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[[nodiscard]] u64 U64() const;
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2021-02-03 00:07:00 +00:00
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[[nodiscard]] bool operator==(const Value& other) const;
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[[nodiscard]] bool operator!=(const Value& other) const;
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private:
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void ValidateAccess(IR::Type expected) const;
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IR::Type type;
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union {
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IR::Inst* inst;
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IR::Block* label;
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IR::Reg reg;
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IR::Pred pred;
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IR::Attribute attribute;
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bool imm_u1;
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u8 imm_u8;
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u16 imm_u16;
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u32 imm_u32;
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f32 imm_f32;
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u64 imm_u64;
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f64 imm_f64;
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};
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};
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template <IR::Type type_>
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class TypedValue : public Value {
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public:
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TypedValue() = default;
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template <IR::Type other_type>
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requires((other_type & type_) != IR::Type::Void) explicit(false)
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TypedValue(const TypedValue<other_type>& value)
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: Value(value) {}
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explicit TypedValue(const Value& value) : Value(value) {
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if ((value.Type() & type_) == IR::Type::Void) {
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throw InvalidArgument("Incompatible types {} and {}", type_, value.Type());
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}
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}
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explicit TypedValue(IR::Inst* inst) : TypedValue(Value(inst)) {}
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};
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using U1 = TypedValue<Type::U1>;
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using U8 = TypedValue<Type::U8>;
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using U16 = TypedValue<Type::U16>;
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using U32 = TypedValue<Type::U32>;
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using U64 = TypedValue<Type::U64>;
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using F16 = TypedValue<Type::F16>;
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using F32 = TypedValue<Type::F32>;
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using F64 = TypedValue<Type::F64>;
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using U32U64 = TypedValue<Type::U32 | Type::U64>;
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using F32F64 = TypedValue<Type::F32 | Type::F64>;
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using U16U32U64 = TypedValue<Type::U16 | Type::U32 | Type::U64>;
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using F16F32F64 = TypedValue<Type::F16 | Type::F32 | Type::F64>;
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using UAny = TypedValue<Type::U8 | Type::U16 | Type::U32 | Type::U64>;
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} // namespace Shader::IR
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