shader/control_flow: Use callable template instead of std::function
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@ -2,7 +2,6 @@
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// Licensed under GPLv2 or any later version
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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// Refer to the license.txt file included.
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#include <functional>
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#include <list>
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#include <list>
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#include <map>
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#include <map>
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#include <set>
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#include <set>
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@ -157,11 +156,11 @@ std::optional<std::pair<s32, u64>> GetBRXInfo(const CFGRebuildState& state, u32&
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return std::make_pair(instr.brx.GetBranchExtend(), instr.gpr8.Value());
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return std::make_pair(instr.brx.GetBranchExtend(), instr.gpr8.Value());
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}
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}
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template <typename Result>
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template <typename Result, typename TestCallable, typename PackCallable>
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std::optional<Result> TrackInstruction(
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// requires std::predicate<TestCallable, Instruction, const OpCode::Matcher&>
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const CFGRebuildState& state, u32& pos,
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// requires std::invocable<PackCallable, Instruction, const OpCode::Matcher&>
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std::function<bool(Instruction, const OpCode::Matcher&)>&& test,
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std::optional<Result> TrackInstruction(const CFGRebuildState& state, u32& pos, TestCallable test,
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std::function<Result(Instruction, const OpCode::Matcher&)>&& pack) {
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PackCallable pack) {
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for (; pos >= state.start; --pos) {
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for (; pos >= state.start; --pos) {
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if (IsSchedInstruction(pos, state.start)) {
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if (IsSchedInstruction(pos, state.start)) {
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continue;
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continue;
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