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https://github.com/shadps4-emu/shadPS4.git
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95 lines
2.5 KiB
C++
95 lines
2.5 KiB
C++
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "shader_recompiler/ir/value.h"
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namespace Shader::IR {
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Value::Value(IR::Inst* value) noexcept : type{Type::Opaque}, inst{value} {}
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Value::Value(IR::ScalarReg reg) noexcept : type{Type::ScalarReg}, sreg{reg} {}
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Value::Value(IR::VectorReg reg) noexcept : type{Type::VectorReg}, vreg{reg} {}
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Value::Value(IR::Attribute value) noexcept : type{Type::Attribute}, attribute{value} {}
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Value::Value(bool value) noexcept : type{Type::U1}, imm_u1{value} {}
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Value::Value(u8 value) noexcept : type{Type::U8}, imm_u8{value} {}
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Value::Value(u16 value) noexcept : type{Type::U16}, imm_u16{value} {}
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Value::Value(u32 value) noexcept : type{Type::U32}, imm_u32{value} {}
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Value::Value(f32 value) noexcept : type{Type::F32}, imm_f32{value} {}
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Value::Value(u64 value) noexcept : type{Type::U64}, imm_u64{value} {}
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Value::Value(f64 value) noexcept : type{Type::F64}, imm_f64{value} {}
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IR::Type Value::Type() const noexcept {
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if (IsPhi()) {
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// The type of a phi node is stored in its flags
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return inst->Flags<IR::Type>();
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}
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if (IsIdentity()) {
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return inst->Arg(0).Type();
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}
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if (type == Type::Opaque) {
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return inst->Type();
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}
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return type;
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}
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bool Value::operator==(const Value& other) const {
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if (type != other.type) {
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return false;
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}
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switch (type) {
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case Type::Void:
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return true;
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case Type::Opaque:
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return inst == other.inst;
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case Type::ScalarReg:
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return sreg == other.sreg;
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case Type::VectorReg:
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return vreg == other.vreg;
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case Type::Attribute:
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return attribute == other.attribute;
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case Type::U1:
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return imm_u1 == other.imm_u1;
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case Type::U8:
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return imm_u8 == other.imm_u8;
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case Type::U16:
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case Type::F16:
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return imm_u16 == other.imm_u16;
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case Type::U32:
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case Type::F32:
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return imm_u32 == other.imm_u32;
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case Type::U64:
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case Type::F64:
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return imm_u64 == other.imm_u64;
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case Type::U32x2:
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case Type::U32x3:
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case Type::U32x4:
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case Type::F16x2:
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case Type::F16x3:
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case Type::F16x4:
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case Type::F32x2:
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case Type::F32x3:
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case Type::F32x4:
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case Type::F64x2:
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case Type::F64x3:
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case Type::F64x4:
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default:
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break;
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}
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UNREACHABLE_MSG("Invalid type {}", type);
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}
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bool Value::operator!=(const Value& other) const {
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return !operator==(other);
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}
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} // namespace Shader::IR
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