vkd3d-shader/ir: Append code to the non-breaking branch if there is breaking one.

This commit is contained in:
Giovanni Mascellani 2024-03-14 15:33:19 +01:00 committed by Alexandre Julliard
parent a2c6b5450b
commit be7eec75dc
Notes: 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

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@ -4315,7 +4315,7 @@ static enum vkd3d_result vsir_cfg_optimize_recurse(struct vsir_cfg *cfg, struct
for (i = 0; i < old_list.count; ++i) for (i = 0; i < old_list.count; ++i)
{ {
struct vsir_cfg_structure *loop = &old_list.structures[i]; struct vsir_cfg_structure *loop = &old_list.structures[i], *selection;
struct vsir_cfg_structure_list *loop_body; struct vsir_cfg_structure_list *loop_body;
if (loop->type != STRUCTURE_TYPE_LOOP) if (loop->type != STRUCTURE_TYPE_LOOP)
@ -4346,6 +4346,22 @@ static enum vkd3d_result vsir_cfg_optimize_recurse(struct vsir_cfg *cfg, struct
if ((ret = vsir_cfg_append_loop(cfg, new_list, loop)) < 0) if ((ret = vsir_cfg_append_loop(cfg, new_list, loop)) < 0)
goto out; goto out;
/* If the last pushed instruction is a selection and one of the branches terminates with a
* `break', start pushing to the other branch, in the hope of eventually push a `break'
* there too and be able to remove a loop. */
if (new_list->count == 0)
continue;
selection = &new_list->structures[new_list->count - 1];
if (selection->type == STRUCTURE_TYPE_SELECTION)
{
if (vsir_cfg_get_trailing_break(&selection->u.selection.if_body))
new_list = &selection->u.selection.else_body;
else if (vsir_cfg_get_trailing_break(&selection->u.selection.else_body))
new_list = &selection->u.selection.if_body;
}
} }
ret = VKD3D_OK; ret = VKD3D_OK;