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[vk, ogl/IR, dynarmic/IR] friendlier IR identity pointer chasing, inline AA passes (#2565)
- use std::optional instead of std::unique_ptr for the Antialias (FXAA, etc) passes to avoid the extra deref - use a pattern for deferencing the IR pointer chasing loop as suggested on the intel optimization manual - this also removes std::vector<> overhead by using boost::container::small_vector<> (not a silver bullet but in the case of this function reduces access times) Signed-off-by: lizzie <lizzie@eden-emu.dev> Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2565 Reviewed-by: Maufeat <sahyno1996@gmail.com> Reviewed-by: MaranBr <maranbr@eden-emu.dev> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
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11 changed files with 141 additions and 149 deletions
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@ -1,7 +1,11 @@
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// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <vector>
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#include <boost/container/small_vector.hpp>
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#include "shader_recompiler/frontend/ir/basic_block.h"
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#include "shader_recompiler/frontend/ir/value.h"
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@ -10,28 +14,30 @@
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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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boost::container::small_vector<IR::Inst*, 16> 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 (auto it = block->begin(); it != block->end();) {
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const size_t num_args{it->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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IR::Value arg = it->Arg(i);
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if (arg.IsIdentity()) {
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do { // Pointer chasing (3-derefs)
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arg = arg.Inst()->Arg(0);
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} while (arg.IsIdentity());
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it->SetArg(i, arg);
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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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if (it->GetOpcode() == IR::Opcode::Identity || it->GetOpcode() == IR::Opcode::Void) {
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to_invalidate.push_back(&*it);
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it = block->Instructions().erase(it);
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} else {
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++inst;
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++it;
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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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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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