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GPU: Take into account predicated exits when performing shader control flow analysis.
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cdd92dc692
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1 changed files with 10 additions and 1 deletions
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@ -115,7 +115,16 @@ private:
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if (const auto opcode = OpCode::Decode(instr)) {
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if (const auto opcode = OpCode::Decode(instr)) {
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switch (opcode->GetId()) {
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switch (opcode->GetId()) {
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case OpCode::Id::EXIT: {
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case OpCode::Id::EXIT: {
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// The EXIT instruction can be predicated, which means that the shader can
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// conditionally end on this instruction. We have to consider the case where the
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// condition is not met and check the exit method of that other basic block.
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using Tegra::Shader::Pred;
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if (instr.pred.pred_index == static_cast<u64>(Pred::UnusedIndex)) {
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return exit_method = ExitMethod::AlwaysEnd;
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return exit_method = ExitMethod::AlwaysEnd;
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} else {
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ExitMethod not_met = Scan(offset + 1, end, labels);
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return exit_method = ParallelExit(ExitMethod::AlwaysEnd, not_met);
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}
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}
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}
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case OpCode::Id::BRA: {
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case OpCode::Id::BRA: {
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u32 target = offset + instr.bra.GetBranchTarget();
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u32 target = offset + instr.bra.GetBranchTarget();
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