yuzu/src/shader_recompiler/ir_opt/identity_removal_pass.cpp
ReinUsesLisp d54d7de40e 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.
2021-07-22 21:51:31 -04:00

39 lines
1.2 KiB
C++

// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <vector>
#include "shader_recompiler/frontend/ir/basic_block.h"
#include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/ir_opt/passes.h"
namespace Shader::Optimization {
void IdentityRemovalPass(IR::Program& program) {
std::vector<IR::Inst*> to_invalidate;
for (IR::Block* const block : program.blocks) {
for (auto inst = block->begin(); inst != block->end();) {
const size_t num_args{inst->NumArgs()};
for (size_t i = 0; i < num_args; ++i) {
IR::Value arg;
while ((arg = inst->Arg(i)).IsIdentity()) {
inst->SetArg(i, arg.Inst()->Arg(0));
}
}
if (inst->GetOpcode() == IR::Opcode::Identity ||
inst->GetOpcode() == IR::Opcode::Void) {
to_invalidate.push_back(&*inst);
inst = block->Instructions().erase(inst);
} else {
++inst;
}
}
}
for (IR::Inst* const inst : to_invalidate) {
inst->Invalidate();
}
}
} // namespace Shader::Optimization