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vkd3d-shader/ir: Move `break's out of selection constructs when possible.
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Notes:
Alexandre Julliard
2024-04-11 17:05:43 -05:00
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/764
@ -4115,6 +4115,71 @@ static void vsir_cfg_remove_trailing_continue(struct vsir_cfg_structure_list *li
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--list->count;
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--list->count;
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}
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}
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static struct vsir_cfg_structure *vsir_cfg_get_trailing_break(struct vsir_cfg_structure_list *list)
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{
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struct vsir_cfg_structure *structure;
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size_t count = list->count;
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if (count == 0)
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return NULL;
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structure = &list->structures[count - 1];
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if (structure->type != STRUCTURE_TYPE_JUMP || structure->u.jump.type != JUMP_BREAK
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|| structure->u.jump.condition)
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return NULL;
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return structure;
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}
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/* When the last instruction in both branches of a selection construct
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* is an unconditional break, any of them can be moved after the
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* selection construct. If they break the same loop both of them can
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* be moved out, otherwise we can choose which one: we choose the one
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* that breaks the innermost loop, because we hope to eventually
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* remove the loop itself.
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*
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* In principle a similar movement could be done when the last
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* instructions are continue and continue, or continue and break. But
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* in practice I don't think those situations can happen given the
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* previous passes we do on the program, so we don't care. */
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static enum vkd3d_result vsir_cfg_move_breaks_out_of_selections(struct vsir_cfg_structure_list *list)
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{
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struct vsir_cfg_structure *selection, *if_break, *else_break, *new_break;
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unsigned int if_target, else_target, max_target;
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size_t pos = list->count - 1;
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selection = &list->structures[pos];
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assert(selection->type == STRUCTURE_TYPE_SELECTION);
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if_break = vsir_cfg_get_trailing_break(&selection->u.selection.if_body);
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else_break = vsir_cfg_get_trailing_break(&selection->u.selection.else_body);
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if (!if_break || !else_break)
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return VKD3D_OK;
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if_target = if_break->u.jump.target;
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else_target = else_break->u.jump.target;
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max_target = max(if_target, else_target);
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if (!(new_break = vsir_cfg_structure_list_append(list, STRUCTURE_TYPE_JUMP)))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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new_break->u.jump.type = JUMP_BREAK;
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new_break->u.jump.target = max_target;
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/* Pointer `selection' could have been invalidated by the append
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* operation. */
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selection = &list->structures[pos];
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assert(selection->type == STRUCTURE_TYPE_SELECTION);
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if (if_target == max_target)
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--selection->u.selection.if_body.count;
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if (else_target == max_target)
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--selection->u.selection.else_body.count;
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return VKD3D_OK;
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}
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static enum vkd3d_result vsir_cfg_synthesize_selections(struct vsir_cfg_structure_list *list)
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static enum vkd3d_result vsir_cfg_synthesize_selections(struct vsir_cfg_structure_list *list)
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{
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{
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enum vkd3d_result ret;
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enum vkd3d_result ret;
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@ -4155,6 +4220,9 @@ static enum vkd3d_result vsir_cfg_synthesize_selections(struct vsir_cfg_structur
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if ((ret = vsir_cfg_synthesize_selections(&structure->u.selection.else_body)) < 0)
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if ((ret = vsir_cfg_synthesize_selections(&structure->u.selection.else_body)) < 0)
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return ret;
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return ret;
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if ((ret = vsir_cfg_move_breaks_out_of_selections(list)) < 0)
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return ret;
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break;
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break;
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}
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}
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