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// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <span>
#include "shader_recompiler/exception.h"
#include "shader_recompiler/frontend/ir/basic_block.h"
#include "shader_recompiler/frontend/ir/ir_emitter.h"
#include "shader_recompiler/frontend/maxwell/control_flow.h"
#include "shader_recompiler/frontend/maxwell/termination_code.h"
namespace Shader::Maxwell {
static void EmitExit(IR::IREmitter& ir) {
ir.Exit();
}
static IR::U1 GetFlowTest(IR::FlowTest flow_test, IR::IREmitter& ir) {
switch (flow_test) {
case IR::FlowTest::T:
return ir.Imm1(true);
case IR::FlowTest::F:
return ir.Imm1(false);
case IR::FlowTest::NE:
// FIXME: Verify this
return ir.LogicalNot(ir.GetZFlag());
case IR::FlowTest::NaN:
// FIXME: Verify this
return ir.LogicalAnd(ir.GetSFlag(), ir.GetZFlag());
default:
throw NotImplementedException("Flow test {}", flow_test);
}
}
static IR::U1 GetCond(IR::Condition cond, IR::IREmitter& ir) {
const IR::FlowTest flow_test{cond.FlowTest()};
const auto [pred, pred_negated]{cond.Pred()};
if (pred == IR::Pred::PT && !pred_negated) {
return GetFlowTest(flow_test, ir);
}
if (flow_test == IR::FlowTest::T) {
return ir.GetPred(pred, pred_negated);
}
return ir.LogicalAnd(ir.GetPred(pred, pred_negated), GetFlowTest(flow_test, ir));
}
static void EmitBranch(const Flow::Block& flow_block, std::span<IR::Block* const> block_map,
IR::IREmitter& ir) {
if (flow_block.cond == true) {
return ir.Branch(block_map[flow_block.branch_true]);
}
if (flow_block.cond == false) {
return ir.Branch(block_map[flow_block.branch_false]);
}
return ir.BranchConditional(GetCond(flow_block.cond, ir), block_map[flow_block.branch_true],
block_map[flow_block.branch_false]);
}
void EmitTerminationCode(const Flow::Block& flow_block, std::span<IR::Block* const> block_map) {
IR::Block* const block{block_map[flow_block.id]};
IR::IREmitter ir(*block);
switch (flow_block.end_class) {
case Flow::EndClass::Branch:
EmitBranch(flow_block, block_map, ir);
break;
case Flow::EndClass::Exit:
EmitExit(ir);
break;
case Flow::EndClass::Return:
ir.Return();
break;
case Flow::EndClass::Unreachable:
ir.Unreachable();
break;
}
}
} // namespace Shader::Maxwell
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