9becbd7d72
* dotnet format style --severity info Some changes were manually reverted. * Restore a few unused methods and variables * Silence dotnet format IDE0060 warnings * Silence dotnet format IDE0052 warnings * Silence dotnet format IDE0059 warnings * Address or silence dotnet format CA1069 warnings * Address or silence dotnet format CA2211 warnings * Address review comments * Fix formatting for switch expressions * Address most dotnet format whitespace warnings * Apply dotnet format whitespace formatting A few of them have been manually reverted and the corresponding warning was silenced * Format if-blocks correctly * Run dotnet format whitespace after rebase * Run dotnet format style after rebase * Run dotnet format whitespace after rebase * Run dotnet format style after rebase * Run dotnet format after rebase and remove unused usings - analyzers - style - whitespace * Disable 'prefer switch expression' rule * Add comments to disabled warnings * Fix naming rule violation, Convert shader properties to auto-property and convert values to const * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Run dotnet format after rebase * Address IDE0251 warnings * Address a few disabled IDE0060 warnings * Silence IDE0060 in .editorconfig * Run dotnet format after rebase * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * First dotnet format pass * Fix naming rule violations * Add trailing commas * Remove unused members and most unnecessary value assignments * Remove more unnecessary assignments * Remove NRE suppressor
91 lines
2.3 KiB
C#
91 lines
2.3 KiB
C#
using System.Collections.Generic;
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namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
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{
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class BasicBlock
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{
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public int Index { get; set; }
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public LinkedList<INode> Operations { get; }
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private BasicBlock _next;
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private BasicBlock _branch;
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public BasicBlock Next
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{
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get => _next;
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set => _next = AddSuccessor(_next, value);
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}
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public BasicBlock Branch
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{
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get => _branch;
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set => _branch = AddSuccessor(_branch, value);
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}
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public bool HasBranch => _branch != null;
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public bool Reachable => Index == 0 || Predecessors.Count != 0;
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public List<BasicBlock> Predecessors { get; }
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public HashSet<BasicBlock> DominanceFrontiers { get; }
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public BasicBlock ImmediateDominator { get; set; }
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public BasicBlock()
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{
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Operations = new LinkedList<INode>();
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Predecessors = new List<BasicBlock>();
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DominanceFrontiers = new HashSet<BasicBlock>();
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}
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public BasicBlock(int index) : this()
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{
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Index = index;
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}
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private BasicBlock AddSuccessor(BasicBlock oldBlock, BasicBlock newBlock)
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{
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oldBlock?.Predecessors.Remove(this);
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newBlock?.Predecessors.Add(this);
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return newBlock;
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}
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public INode GetLastOp()
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{
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return Operations.Last?.Value;
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}
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public void Append(INode node)
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{
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INode lastOp = GetLastOp();
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if (lastOp is Operation operation && IsControlFlowInst(operation.Inst))
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{
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Operations.AddBefore(Operations.Last, node);
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}
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else
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{
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Operations.AddLast(node);
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}
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}
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private static bool IsControlFlowInst(Instruction inst)
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{
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switch (inst)
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{
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case Instruction.Branch:
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case Instruction.BranchIfFalse:
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case Instruction.BranchIfTrue:
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case Instruction.Discard:
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case Instruction.Return:
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return true;
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default:
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return false;
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}
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}
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}
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}
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