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// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/frontend/ir/microinstruction.h"
#include "shader_recompiler/frontend/ir/opcodes.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::IR {
Value::Value(IR::Inst* value) noexcept : type{Type::Opaque}, inst{value} {}
Value::Value(IR::Block* value) noexcept : type{Type::Label}, label{value} {}
Value::Value(IR::Reg value) noexcept : type{Type::Reg}, reg{value} {}
Value::Value(IR::Pred value) noexcept : type{Type::Pred}, pred{value} {}
Value::Value(IR::Attribute value) noexcept : type{Type::Attribute}, attribute{value} {}
Value::Value(bool value) noexcept : type{Type::U1}, imm_u1{value} {}
Value::Value(u8 value) noexcept : type{Type::U8}, imm_u8{value} {}
Value::Value(u16 value) noexcept : type{Type::U16}, imm_u16{value} {}
Value::Value(u32 value) noexcept : type{Type::U32}, imm_u32{value} {}
Value::Value(f32 value) noexcept : type{Type::F32}, imm_f32{value} {}
Value::Value(u64 value) noexcept : type{Type::U64}, imm_u64{value} {}
Value::Value(f64 value) noexcept : type{Type::F64}, imm_f64{value} {}
bool Value::IsIdentity() const noexcept {
return type == Type::Opaque && inst->Opcode() == Opcode::Identity;
}
bool Value::IsEmpty() const noexcept {
return type == Type::Void;
}
bool Value::IsImmediate() const noexcept {
if (IsIdentity()) {
return inst->Arg(0).IsImmediate();
}
return type != Type::Opaque;
}
bool Value::IsLabel() const noexcept {
return type == Type::Label;
}
IR::Type Value::Type() const noexcept {
if (IsIdentity()) {
return inst->Arg(0).Type();
}
if (type == Type::Opaque) {
return inst->Type();
}
return type;
}
IR::Inst* Value::Inst() const {
ValidateAccess(Type::Opaque);
return inst;
}
IR::Block* Value::Label() const {
ValidateAccess(Type::Label);
return label;
}
IR::Inst* Value::InstRecursive() const {
ValidateAccess(Type::Opaque);
if (IsIdentity()) {
return inst->Arg(0).InstRecursive();
}
return inst;
}
IR::Reg Value::Reg() const {
ValidateAccess(Type::Reg);
return reg;
}
IR::Pred Value::Pred() const {
ValidateAccess(Type::Pred);
return pred;
}
IR::Attribute Value::Attribute() const {
ValidateAccess(Type::Attribute);
return attribute;
}
bool Value::U1() const {
if (IsIdentity()) {
return inst->Arg(0).U1();
}
ValidateAccess(Type::U1);
return imm_u1;
}
u8 Value::U8() const {
if (IsIdentity()) {
return inst->Arg(0).U8();
}
ValidateAccess(Type::U8);
return imm_u8;
}
u16 Value::U16() const {
if (IsIdentity()) {
return inst->Arg(0).U16();
}
ValidateAccess(Type::U16);
return imm_u16;
}
u32 Value::U32() const {
if (IsIdentity()) {
return inst->Arg(0).U32();
}
ValidateAccess(Type::U32);
return imm_u32;
}
f32 Value::F32() const {
if (IsIdentity()) {
return inst->Arg(0).F32();
}
ValidateAccess(Type::F32);
return imm_f32;
}
u64 Value::U64() const {
if (IsIdentity()) {
return inst->Arg(0).U64();
}
ValidateAccess(Type::U64);
return imm_u64;
}
bool Value::operator==(const Value& other) const {
if (type != other.type) {
return false;
}
switch (type) {
case Type::Void:
return true;
case Type::Opaque:
return inst == other.inst;
case Type::Label:
return label == other.label;
case Type::Reg:
return reg == other.reg;
case Type::Pred:
return pred == other.pred;
case Type::Attribute:
return attribute == other.attribute;
case Type::U1:
return imm_u1 == other.imm_u1;
case Type::U8:
return imm_u8 == other.imm_u8;
case Type::U16:
case Type::F16:
return imm_u16 == other.imm_u16;
case Type::U32:
case Type::F32:
return imm_u32 == other.imm_u32;
case Type::U64:
case Type::F64:
return imm_u64 == other.imm_u64;
case Type::U32x2:
case Type::U32x3:
case Type::U32x4:
case Type::F16x2:
case Type::F16x3:
case Type::F16x4:
case Type::F32x2:
case Type::F32x3:
case Type::F32x4:
case Type::F64x2:
case Type::F64x3:
case Type::F64x4:
break;
}
throw LogicError("Invalid type {}", type);
}
bool Value::operator!=(const Value& other) const {
return !operator==(other);
}
void Value::ValidateAccess(IR::Type expected) const {
if (type != expected) {
throw LogicError("Reading {} out of {}", expected, type);
}
}
} // namespace Shader::IR
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