shader: Eliminate orphan blocks more efficiently

This commit is contained in:
ReinUsesLisp 2021-04-04 05:18:09 -03:00 committed by ameerj
parent da6cf2632c
commit ffca21487f

View file

@ -14,20 +14,20 @@
#include "shader_recompiler/ir_opt/passes.h"
namespace Shader::Maxwell {
static void RemoveUnreachableBlocks(IR::Program& program) {
namespace {
void RemoveUnreachableBlocks(IR::Program& program) {
// Some blocks might be unreachable if a function call exists unconditionally
// If this happens the number of blocks and post order blocks will mismatch
if (program.blocks.size() == program.post_order_blocks.size()) {
return;
}
const IR::BlockList& post_order{program.post_order_blocks};
std::erase_if(program.blocks, [&](IR::Block* block) {
return std::ranges::find(post_order, block) == post_order.end();
});
const auto begin{std::next(program.blocks.begin())};
const auto end{program.blocks.end()};
const auto pred{[](IR::Block* block) { return block->ImmediatePredecessors().empty(); }};
program.blocks.erase(std::remove_if(begin, end, pred), end);
}
static void CollectInterpolationInfo(Environment& env, IR::Program& program) {
void CollectInterpolationInfo(Environment& env, IR::Program& program) {
if (program.stage != Stage::Fragment) {
return;
}
@ -60,6 +60,7 @@ static void CollectInterpolationInfo(Environment& env, IR::Program& program) {
}();
}
}
} // Anonymous namespace
IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Block>& block_pool,
Environment& env, Flow::CFG& cfg) {