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shader: Eliminate orphan blocks more efficiently
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1 changed files with 8 additions and 7 deletions
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@ -14,20 +14,20 @@
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#include "shader_recompiler/ir_opt/passes.h"
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namespace Shader::Maxwell {
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static void RemoveUnreachableBlocks(IR::Program& program) {
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namespace {
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void RemoveUnreachableBlocks(IR::Program& program) {
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// Some blocks might be unreachable if a function call exists unconditionally
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// If this happens the number of blocks and post order blocks will mismatch
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if (program.blocks.size() == program.post_order_blocks.size()) {
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return;
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}
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const IR::BlockList& post_order{program.post_order_blocks};
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std::erase_if(program.blocks, [&](IR::Block* block) {
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return std::ranges::find(post_order, block) == post_order.end();
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});
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const auto begin{std::next(program.blocks.begin())};
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const auto end{program.blocks.end()};
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const auto pred{[](IR::Block* block) { return block->ImmediatePredecessors().empty(); }};
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program.blocks.erase(std::remove_if(begin, end, pred), end);
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}
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static void CollectInterpolationInfo(Environment& env, IR::Program& program) {
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void CollectInterpolationInfo(Environment& env, IR::Program& program) {
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if (program.stage != Stage::Fragment) {
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return;
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}
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@ -60,6 +60,7 @@ static void CollectInterpolationInfo(Environment& env, IR::Program& program) {
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}();
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}
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}
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} // Anonymous namespace
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IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Block>& block_pool,
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Environment& env, Flow::CFG& cfg) {
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