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vkd3d-shader/ir: Append code to the non-breaking branch if there is breaking one.
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Alexandre Julliard
2024-04-15 22:22:26 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Conor McCarthy (@cmccarthy) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/773
@ -4315,7 +4315,7 @@ static enum vkd3d_result vsir_cfg_optimize_recurse(struct vsir_cfg *cfg, struct
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for (i = 0; i < old_list.count; ++i)
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{
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struct vsir_cfg_structure *loop = &old_list.structures[i];
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struct vsir_cfg_structure *loop = &old_list.structures[i], *selection;
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struct vsir_cfg_structure_list *loop_body;
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if (loop->type != STRUCTURE_TYPE_LOOP)
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@ -4346,6 +4346,22 @@ static enum vkd3d_result vsir_cfg_optimize_recurse(struct vsir_cfg *cfg, struct
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if ((ret = vsir_cfg_append_loop(cfg, new_list, loop)) < 0)
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goto out;
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/* If the last pushed instruction is a selection and one of the branches terminates with a
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* `break', start pushing to the other branch, in the hope of eventually push a `break'
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* there too and be able to remove a loop. */
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if (new_list->count == 0)
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continue;
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selection = &new_list->structures[new_list->count - 1];
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if (selection->type == STRUCTURE_TYPE_SELECTION)
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{
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if (vsir_cfg_get_trailing_break(&selection->u.selection.if_body))
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new_list = &selection->u.selection.else_body;
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else if (vsir_cfg_get_trailing_break(&selection->u.selection.else_body))
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new_list = &selection->u.selection.if_body;
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}
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}
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ret = VKD3D_OK;
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