0bb85f6a75
Mostly fixing unused *, implicit conversion, braced scalar init, fpermissive, and some others. Some Clang errors likely remain in video_core, and std::ranges is still a pertinent issue in shader_recompiler shader_recompiler: cmake: Force bracket depth to 1024 on Clang Increases the maximum fold expression depth thread_worker: Include condition_variable Don't use list initializers in control flow Co-authored-by: ReinUsesLisp <reinuseslisp@airmail.cc>
40 lines
1.2 KiB
C++
40 lines
1.2 KiB
C++
// Copyright 2021 yuzu Emulator Project
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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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#include <vector>
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#include "shader_recompiler/frontend/ir/basic_block.h"
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#include "shader_recompiler/frontend/ir/microinstruction.h"
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#include "shader_recompiler/ir_opt/passes.h"
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namespace Shader::Optimization {
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void IdentityRemovalPass(IR::Program& program) {
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std::vector<IR::Inst*> to_invalidate;
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for (IR::Block* const block : program.blocks) {
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for (auto inst = block->begin(); inst != block->end();) {
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const size_t num_args{inst->NumArgs()};
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for (size_t i = 0; i < num_args; ++i) {
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IR::Value arg;
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while ((arg = inst->Arg(i)).IsIdentity()) {
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inst->SetArg(i, arg.Inst()->Arg(0));
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}
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}
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if (inst->GetOpcode() == IR::Opcode::Identity ||
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inst->GetOpcode() == IR::Opcode::Void) {
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to_invalidate.push_back(&*inst);
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inst = block->Instructions().erase(inst);
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} else {
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++inst;
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}
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}
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}
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for (IR::Inst* const inst : to_invalidate) {
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inst->Invalidate();
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}
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}
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} // namespace Shader::Optimization
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