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https://github.com/yuzu-mirror/yuzu
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0bb85f6a75
Mostly fixing unused *, implicit conversion, braced scalar init, fpermissive, and some others. Some Clang errors likely remain in video_core, and std::ranges is still a pertinent issue in shader_recompiler shader_recompiler: cmake: Force bracket depth to 1024 on Clang Increases the maximum fold expression depth thread_worker: Include condition_variable Don't use list initializers in control flow Co-authored-by: ReinUsesLisp <reinuseslisp@airmail.cc>
58 lines
1.9 KiB
C++
58 lines
1.9 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 <map>
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#include "shader_recompiler/exception.h"
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#include "shader_recompiler/frontend/ir/basic_block.h"
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#include "shader_recompiler/frontend/ir/microinstruction.h"
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#include "shader_recompiler/ir_opt/passes.h"
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namespace Shader::Optimization {
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static void ValidateTypes(const IR::Program& program) {
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for (const auto& block : program.blocks) {
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for (const IR::Inst& inst : *block) {
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if (inst.GetOpcode() == IR::Opcode::Phi) {
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// Skip validation on phi nodes
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continue;
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}
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const size_t num_args{inst.NumArgs()};
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for (size_t i = 0; i < num_args; ++i) {
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const IR::Type t1{inst.Arg(i).Type()};
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const IR::Type t2{IR::ArgTypeOf(inst.GetOpcode(), i)};
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if (!IR::AreTypesCompatible(t1, t2)) {
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throw LogicError("Invalid types in block:\n{}", IR::DumpBlock(*block));
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}
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}
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}
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}
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}
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static void ValidateUses(const IR::Program& program) {
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std::map<IR::Inst*, int> actual_uses;
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for (const auto& block : program.blocks) {
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for (const IR::Inst& inst : *block) {
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const size_t num_args{inst.NumArgs()};
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for (size_t i = 0; i < num_args; ++i) {
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const IR::Value arg{inst.Arg(i)};
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if (!arg.IsImmediate()) {
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++actual_uses[arg.Inst()];
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}
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}
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}
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}
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for (const auto [inst, uses] : actual_uses) {
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if (inst->UseCount() != uses) {
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throw LogicError("Invalid uses in block: {}", IR::DumpProgram(program));
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}
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}
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}
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void VerificationPass(const IR::Program& program) {
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ValidateTypes(program);
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ValidateUses(program);
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}
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} // namespace Shader::Optimization
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