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vkd3d-shader/hlsl: Use early return in allocate_register().
Partly to avoid a spurious maybe-uninitialized warning, and partly because it's a more idiomatic structure.
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Notes:
Henri Verbeet
2024-10-28 18:14:14 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1227
@ -4567,38 +4567,38 @@ static struct hlsl_reg allocate_register(struct hlsl_ctx *ctx, struct register_a
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unsigned int first_write, unsigned int last_read, unsigned int reg_size,
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unsigned int component_count, int mode, bool force_align)
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{
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struct hlsl_reg ret = {.allocation_size = 1, .allocated = true};
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unsigned int required_size = force_align ? 4 : reg_size;
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unsigned int writemask = 0, pref;
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struct hlsl_reg ret = {0};
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uint32_t reg_idx;
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unsigned int pref;
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VKD3D_ASSERT(component_count <= reg_size);
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pref = allocator->prioritize_smaller_writemasks ? 4 : required_size;
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for (; pref >= required_size; --pref)
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{
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for (reg_idx = 0; pref == required_size || reg_idx < allocator->reg_count; ++reg_idx)
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for (uint32_t reg_idx = 0; reg_idx < allocator->reg_count; ++reg_idx)
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{
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unsigned int available_writemask = get_available_writemask(allocator,
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first_write, last_read, reg_idx, mode);
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if (vkd3d_popcount(available_writemask) >= pref)
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{
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writemask = hlsl_combine_writemasks(available_writemask, (1u << reg_size) - 1);
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break;
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unsigned int writemask = hlsl_combine_writemasks(available_writemask,
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vkd3d_write_mask_from_component_count(reg_size));
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ret.id = reg_idx;
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ret.writemask = hlsl_combine_writemasks(writemask,
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vkd3d_write_mask_from_component_count(component_count));
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record_allocation(ctx, allocator, reg_idx, writemask, first_write, last_read, mode);
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return ret;
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}
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}
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if (writemask)
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break;
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}
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VKD3D_ASSERT(vkd3d_popcount(writemask) == reg_size);
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record_allocation(ctx, allocator, reg_idx, writemask, first_write, last_read, mode);
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ret.id = reg_idx;
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ret.allocation_size = 1;
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ret.writemask = hlsl_combine_writemasks(writemask, (1u << component_count) - 1);
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ret.allocated = true;
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ret.id = allocator->reg_count;
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ret.writemask = vkd3d_write_mask_from_component_count(component_count);
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record_allocation(ctx, allocator, allocator->reg_count,
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vkd3d_write_mask_from_component_count(reg_size), first_write, last_read, mode);
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return ret;
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}
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