vkd3d-shader/ir: Use iterators in vsir_program_flatten_hull_shader_phases().

This commit is contained in:
Francisco Casas
2025-07-31 20:23:05 -04:00
committed by Henri Verbeet
parent 6c840b80d6
commit aab02b1bca
Notes: Henri Verbeet 2025-08-06 19:19:04 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1672

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@@ -2119,10 +2119,9 @@ struct shader_phase_location_array
unsigned int count;
};
static void flattener_eliminate_phase_related_dcls(struct hull_flattener *normaliser,
unsigned int index, struct shader_phase_location_array *locations)
static void flattener_eliminate_phase_related_dcls(struct hull_flattener *normaliser, unsigned int index,
struct vkd3d_shader_instruction *ins, struct shader_phase_location_array *locations)
{
struct vkd3d_shader_instruction *ins = &normaliser->program->instructions.elements[index];
struct shader_phase_location *loc;
bool b;
@@ -2287,15 +2286,19 @@ static enum vkd3d_result flattener_flatten_phases(struct hull_flattener *normali
static enum vkd3d_result vsir_program_flatten_hull_shader_phases(struct vsir_program *program,
struct vsir_transformation_context *ctx)
{
struct vkd3d_shader_instruction_array *instructions = &program->instructions;
struct vsir_program_iterator it = vsir_program_iterator(&program->instructions);
struct shader_phase_location_array locations;
struct hull_flattener flattener = {program};
struct vkd3d_shader_instruction *ins;
enum vkd3d_result result = VKD3D_OK;
unsigned int i;
flattener.phase = VSIR_OP_INVALID;
for (i = 0, locations.count = 0; i < instructions->count; ++i)
flattener_eliminate_phase_related_dcls(&flattener, i, &locations);
locations.count = 0;
for (ins = vsir_program_iterator_head(&it), i = 0; ins; ins = vsir_program_iterator_next(&it), ++i)
{
flattener_eliminate_phase_related_dcls(&flattener, i, ins, &locations);
}
bitmap_clear(program->io_dcls, VKD3DSPR_FORKINSTID);
bitmap_clear(program->io_dcls, VKD3DSPR_JOININSTID);
@@ -2313,10 +2316,9 @@ static enum vkd3d_result vsir_program_flatten_hull_shader_phases(struct vsir_pro
if (flattener.phase != VSIR_OP_INVALID)
{
if (!shader_instruction_array_reserve(instructions, instructions->count + 1))
if (!(ins = vsir_program_append(program)))
return VKD3D_ERROR_OUT_OF_MEMORY;
vsir_instruction_init(&instructions->elements[instructions->count++],
&flattener.last_ret_location, VSIR_OP_RET);
vsir_instruction_init(ins, &flattener.last_ret_location, VSIR_OP_RET);
}
return result;