shader/control_flow: Use callable template instead of std::function

This commit is contained in:
ReinUsesLisp 2019-10-27 03:58:37 -03:00
parent 46c3047283
commit 7b069252f8
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@ -2,7 +2,6 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <functional>
#include <list>
#include <map>
#include <set>
@ -157,11 +156,11 @@ std::optional<std::pair<s32, u64>> GetBRXInfo(const CFGRebuildState& state, u32&
return std::make_pair(instr.brx.GetBranchExtend(), instr.gpr8.Value());
}
template <typename Result>
std::optional<Result> TrackInstruction(
const CFGRebuildState& state, u32& pos,
std::function<bool(Instruction, const OpCode::Matcher&)>&& test,
std::function<Result(Instruction, const OpCode::Matcher&)>&& pack) {
template <typename Result, typename TestCallable, typename PackCallable>
// requires std::predicate<TestCallable, Instruction, const OpCode::Matcher&>
// requires std::invocable<PackCallable, Instruction, const OpCode::Matcher&>
std::optional<Result> TrackInstruction(const CFGRebuildState& state, u32& pos, TestCallable test,
PackCallable pack) {
for (; pos >= state.start; --pos) {
if (IsSchedInstruction(pos, state.start)) {
continue;