shader: Eliminate orphan blocks more efficiently
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		| @@ -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) { | ||||
|   | ||||
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