175 lines
4.0 KiB
C++
175 lines
4.0 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 "shader_recompiler/frontend/ir/microinstruction.h"
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#include "shader_recompiler/frontend/ir/opcode.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::IR {
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Value::Value(IR::Inst* value) noexcept : type{Type::Opaque}, inst{value} {}
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Value::Value(IR::Block* value) noexcept : type{Type::Label}, label{value} {}
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Value::Value(IR::Reg value) noexcept : type{Type::Reg}, reg{value} {}
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Value::Value(IR::Pred value) noexcept : type{Type::Pred}, pred{value} {}
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Value::Value(IR::Attribute value) noexcept : type{Type::Attribute}, attribute{value} {}
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Value::Value(bool value) noexcept : type{Type::U1}, imm_u1{value} {}
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Value::Value(u8 value) noexcept : type{Type::U8}, imm_u8{value} {}
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Value::Value(u16 value) noexcept : type{Type::U16}, imm_u16{value} {}
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Value::Value(u32 value) noexcept : type{Type::U32}, imm_u32{value} {}
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Value::Value(u64 value) noexcept : type{Type::U64}, imm_u64{value} {}
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bool Value::IsIdentity() const noexcept {
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return type == Type::Opaque && inst->Opcode() == Opcode::Identity;
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}
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bool Value::IsEmpty() const noexcept {
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return type == Type::Void;
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}
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bool Value::IsImmediate() const noexcept {
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if (IsIdentity()) {
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return inst->Arg(0).IsImmediate();
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}
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return type != Type::Opaque;
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}
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bool Value::IsLabel() const noexcept {
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return type == Type::Label;
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}
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IR::Type Value::Type() const noexcept {
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if (IsIdentity()) {
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return inst->Arg(0).Type();
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}
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if (type == Type::Opaque) {
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return inst->Type();
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}
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return type;
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}
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IR::Inst* Value::Inst() const {
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ValidateAccess(Type::Opaque);
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return inst;
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}
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IR::Block* Value::Label() const {
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ValidateAccess(Type::Label);
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return label;
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}
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IR::Inst* Value::InstRecursive() const {
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ValidateAccess(Type::Opaque);
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if (IsIdentity()) {
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return inst->Arg(0).InstRecursive();
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}
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return inst;
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}
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IR::Reg Value::Reg() const {
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ValidateAccess(Type::Reg);
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return reg;
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}
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IR::Pred Value::Pred() const {
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ValidateAccess(Type::Pred);
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return pred;
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}
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IR::Attribute Value::Attribute() const {
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ValidateAccess(Type::Attribute);
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return attribute;
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}
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bool Value::U1() const {
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if (IsIdentity()) {
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return inst->Arg(0).U1();
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}
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ValidateAccess(Type::U1);
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return imm_u1;
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}
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u8 Value::U8() const {
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if (IsIdentity()) {
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return inst->Arg(0).U8();
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}
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ValidateAccess(Type::U8);
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return imm_u8;
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}
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u16 Value::U16() const {
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if (IsIdentity()) {
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return inst->Arg(0).U16();
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}
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ValidateAccess(Type::U16);
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return imm_u16;
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}
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u32 Value::U32() const {
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if (IsIdentity()) {
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return inst->Arg(0).U32();
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}
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ValidateAccess(Type::U32);
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return imm_u32;
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}
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u64 Value::U64() const {
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if (IsIdentity()) {
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return inst->Arg(0).U64();
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}
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ValidateAccess(Type::U64);
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return imm_u64;
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}
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bool Value::operator==(const Value& other) const {
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if (type != other.type) {
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return false;
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}
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switch (type) {
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case Type::Void:
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return true;
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case Type::Opaque:
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return inst == other.inst;
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case Type::Label:
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return label == other.label;
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case Type::Reg:
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return reg == other.reg;
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case Type::Pred:
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return pred == other.pred;
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case Type::Attribute:
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return attribute == other.attribute;
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case Type::U1:
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return imm_u1 == other.imm_u1;
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case Type::U8:
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return imm_u8 == other.imm_u8;
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case Type::U16:
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return imm_u16 == other.imm_u16;
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case Type::U32:
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return imm_u32 == other.imm_u32;
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case Type::U64:
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return imm_u64 == other.imm_u64;
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}
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throw LogicError("Invalid type {}", type);
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}
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bool Value::operator!=(const Value& other) const {
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return !operator==(other);
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}
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void Value::ValidateAccess(IR::Type expected) const {
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if (type != expected) {
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throw LogicError("Reading {} out of {}", expected, type);
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}
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}
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} // namespace Shader::IR
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