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* translator: Implemtn f32 to f16 convert * shader_recompiler: Add bit instructions * shader_recompiler: More data share instructions * shader_recompiler: Remove exec contexts, fix S_MOV_B64 * shader_recompiler: Split instruction parsing into categories * shader_recompiler: Better BFS search * shader_recompiler: Constant propagation pass for cmp_class_f32 * shader_recompiler: Partial readfirstlane implementation * shader_recompiler: Stub readlane/writelane only for non-compute * hack: Fix swizzle on RDR * Will properly fix this when merging this * clang format * address_space: Bump user area size to full * shader_recompiler: V_INTERP_MOV_F32 * Should work the same as spirv will emit flat decoration on demand * kernel: Add MAP_OP_MAP_FLEXIBLE * image_view: Attempt to apply storage swizzle on format * vk_scheduler: Barrier attachments on renderpass end * clang format * liverpool: cs state backup * shader_recompiler: More instructions and formats * vector_alu: Proper V_MBCNT_U32_B32 * shader_recompiler: Port some dark souls things * file_system: Implement sceKernelRename * more formats * clang format * resource_tracking_pass: Back to assert * translate: Tracedata * kernel: Remove tracy lock * Solves random crashes in Dark Souls * code: Review comments
63 lines
2.0 KiB
C++
63 lines
2.0 KiB
C++
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <optional>
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#include <type_traits>
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#include <boost/container/small_vector.hpp>
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#include <queue>
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#include "shader_recompiler/ir/value.h"
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namespace Shader::IR {
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template <typename Pred>
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auto BreadthFirstSearch(const Inst* inst, Pred&& pred) -> std::invoke_result_t<Pred, const Inst*> {
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// Most often case the instruction is the desired already.
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if (const std::optional result = pred(inst)) {
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return result;
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}
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// Breadth-first search visiting the right most arguments first
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boost::container::small_vector<const Inst*, 2> visited;
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std::queue<const Inst*> queue;
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queue.push(inst);
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while (!queue.empty()) {
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// Pop one instruction from the queue
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const Inst* const inst{queue.front()};
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queue.pop();
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if (const std::optional result = pred(inst)) {
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// This is the instruction we were looking for
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return result;
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}
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// Visit the right most arguments first
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for (size_t arg = inst->NumArgs(); arg--;) {
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const Value arg_value{inst->Arg(arg)};
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if (arg_value.IsImmediate()) {
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continue;
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}
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// Queue instruction if it hasn't been visited
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const Inst* const arg_inst{arg_value.InstRecursive()};
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if (std::ranges::find(visited, arg_inst) == visited.end()) {
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visited.push_back(arg_inst);
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queue.push(arg_inst);
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}
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}
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}
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// SSA tree has been traversed and the result hasn't been found
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return std::nullopt;
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}
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template <typename Pred>
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auto BreadthFirstSearch(const Value& value, Pred&& pred)
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-> std::invoke_result_t<Pred, const Inst*> {
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if (value.IsImmediate()) {
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// Nothing to do with immediates
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return std::nullopt;
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}
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return BreadthFirstSearch(value.InstRecursive(), pred);
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}
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} // namespace Shader::IR
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