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author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2021-01-09 07:30:07 +0100 |
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committer | ameerj <52414509+ameerj@users.noreply.github.com> | 2021-07-23 03:51:21 +0200 |
commit | 2d48a7b4d0666ad16d03a22d85712617a0849046 (patch) | |
tree | dd1069afca86f66e77e3438da77421a43adf5091 /src/shader_recompiler/ir_opt/verification_pass.cpp | |
parent | thread_worker: Fix compile time error (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/shader_recompiler/ir_opt/verification_pass.cpp | 50 |
1 files changed, 50 insertions, 0 deletions
diff --git a/src/shader_recompiler/ir_opt/verification_pass.cpp b/src/shader_recompiler/ir_opt/verification_pass.cpp new file mode 100644 index 000000000..36d9ae39b --- /dev/null +++ b/src/shader_recompiler/ir_opt/verification_pass.cpp @@ -0,0 +1,50 @@ +// Copyright 2021 yuzu Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#include <map> + +#include "shader_recompiler/exception.h" +#include "shader_recompiler/frontend/ir/basic_block.h" +#include "shader_recompiler/frontend/ir/microinstruction.h" +#include "shader_recompiler/ir_opt/passes.h" + +namespace Shader::Optimization { + +static void ValidateTypes(const IR::Block& block) { + for (const IR::Inst& inst : block) { + const size_t num_args{inst.NumArgs()}; + for (size_t i = 0; i < num_args; ++i) { + const IR::Type t1{inst.Arg(i).Type()}; + const IR::Type t2{IR::ArgTypeOf(inst.Opcode(), i)}; + if (!IR::AreTypesCompatible(t1, t2)) { + throw LogicError("Invalid types in block:\n{}", IR::DumpBlock(block)); + } + } + } +} + +static void ValidateUses(const IR::Block& block) { + std::map<IR::Inst*, int> actual_uses; + for (const IR::Inst& inst : block) { + const size_t num_args{inst.NumArgs()}; + for (size_t i = 0; i < num_args; ++i) { + const IR::Value arg{inst.Arg(i)}; + if (!arg.IsImmediate()) { + ++actual_uses[arg.Inst()]; + } + } + } + for (const auto [inst, uses] : actual_uses) { + if (inst->UseCount() != uses) { + throw LogicError("Invalid uses in block:\n{}", IR::DumpBlock(block)); + } + } +} + +void VerificationPass(const IR::Block& block) { + ValidateTypes(block); + ValidateUses(block); +} + +} // namespace Shader::Optimization |