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author | Lioncash <mathew1800@gmail.com> | 2019-07-16 17:50:36 +0200 |
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committer | Lioncash <mathew1800@gmail.com> | 2019-07-19 03:03:30 +0200 |
commit | 56bc11d952fa228475d09891e01b3d1c6d32f015 (patch) | |
tree | ed5c3cc46372608faacc9bab17d876bd8d400624 /src/video_core/shader/control_flow.cpp | |
parent | video_core/control_flow: Use the prefix variant of operator++ for iterators (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/video_core/shader/control_flow.cpp | 25 |
1 files changed, 15 insertions, 10 deletions
diff --git a/src/video_core/shader/control_flow.cpp b/src/video_core/shader/control_flow.cpp index c2243337c..4d500320a 100644 --- a/src/video_core/shader/control_flow.cpp +++ b/src/video_core/shader/control_flow.cpp @@ -371,10 +371,11 @@ bool TryQuery(CFGRebuildState& state) { if (state.queries.empty()) { return false; } + Query& q = state.queries.front(); const u32 block_index = state.registered[q.address]; BlockInfo& block = state.block_info[block_index]; - // If the block is visted, check if the stacks match, else gather the ssy/pbk + // If the block is visited, check if the stacks match, else gather the ssy/pbk // labels into the current stack and look if the branch at the end of the block // consumes a label. Schedule new queries accordingly if (block.visited) { @@ -385,7 +386,8 @@ bool TryQuery(CFGRebuildState& state) { return all_okay; } block.visited = true; - state.stacks[q.address] = BlockStack{q}; + state.stacks.insert_or_assign(q.address, BlockStack{q}); + Query q2(q); state.queries.pop_front(); gather_labels(q2.ssy_stack, state.ssy_labels, block); @@ -394,6 +396,7 @@ bool TryQuery(CFGRebuildState& state) { q2.address = block.end + 1; state.queries.push_back(q2); } + Query conditional_query{q2}; if (block.branch.is_sync) { if (block.branch.address == unassigned_branch) { @@ -408,7 +411,7 @@ bool TryQuery(CFGRebuildState& state) { conditional_query.pbk_stack.pop(); } conditional_query.address = block.branch.address; - state.queries.push_back(conditional_query); + state.queries.push_back(std::move(conditional_query)); return true; } } // Anonymous namespace @@ -416,6 +419,7 @@ bool TryQuery(CFGRebuildState& state) { std::optional<ShaderCharacteristics> ScanFlow(const ProgramCode& program_code, std::size_t program_size, u32 start_address) { CFGRebuildState state{program_code, program_size, start_address}; + // Inspect Code and generate blocks state.labels.clear(); state.labels.emplace(start_address); @@ -425,10 +429,9 @@ std::optional<ShaderCharacteristics> ScanFlow(const ProgramCode& program_code, return {}; } } + // Decompile Stacks - Query start_query{}; - start_query.address = state.start; - state.queries.push_back(start_query); + state.queries.push_back(Query{state.start, {}, {}}); bool decompiled = true; while (!state.queries.empty()) { if (!TryQuery(state)) { @@ -436,14 +439,15 @@ std::optional<ShaderCharacteristics> ScanFlow(const ProgramCode& program_code, break; } } + // Sort and organize results std::sort(state.block_info.begin(), state.block_info.end(), - [](const BlockInfo& a, const BlockInfo& b) -> bool { return a.start < b.start; }); + [](const BlockInfo& a, const BlockInfo& b) { return a.start < b.start; }); ShaderCharacteristics result_out{}; result_out.decompilable = decompiled; result_out.start = start_address; result_out.end = start_address; - for (auto& block : state.block_info) { + for (const auto& block : state.block_info) { ShaderBlock new_block{}; new_block.start = block.start; new_block.end = block.end; @@ -458,8 +462,9 @@ std::optional<ShaderCharacteristics> ScanFlow(const ProgramCode& program_code, } if (result_out.decompilable) { result_out.labels = std::move(state.labels); - return {result_out}; + return {std::move(result_out)}; } + // If it's not decompilable, merge the unlabelled blocks together auto back = result_out.blocks.begin(); auto next = std::next(back); @@ -472,6 +477,6 @@ std::optional<ShaderCharacteristics> ScanFlow(const ProgramCode& program_code, back = next; ++next; } - return {result_out}; + return {std::move(result_out)}; } } // namespace VideoCommon::Shader |