shader_ir: Rename BasicBlock to NodeBlock
It's not always used as a basic block. Rename it for consistency.
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30 changed files with 119 additions and 121 deletions
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@ -11,7 +11,7 @@
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namespace VideoCommon::Shader {
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namespace {
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std::pair<Node, s64> FindOperation(const BasicBlock& code, s64 cursor,
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std::pair<Node, s64> FindOperation(const NodeBlock& code, s64 cursor,
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OperationCode operation_code) {
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for (; cursor >= 0; --cursor) {
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const Node node = code[cursor];
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@ -24,7 +24,7 @@ std::pair<Node, s64> FindOperation(const BasicBlock& code, s64 cursor,
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}
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} // namespace
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Node ShaderIR::TrackCbuf(Node tracked, const BasicBlock& code, s64 cursor) {
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Node ShaderIR::TrackCbuf(Node tracked, const NodeBlock& code, s64 cursor) {
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if (const auto cbuf = std::get_if<CbufNode>(tracked)) {
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// Cbuf found, but it has to be immediate
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return std::holds_alternative<ImmediateNode>(*cbuf->GetOffset()) ? tracked : nullptr;
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@ -53,7 +53,7 @@ Node ShaderIR::TrackCbuf(Node tracked, const BasicBlock& code, s64 cursor) {
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return nullptr;
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}
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std::pair<Node, s64> ShaderIR::TrackRegister(const GprNode* tracked, const BasicBlock& code,
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std::pair<Node, s64> ShaderIR::TrackRegister(const GprNode* tracked, const NodeBlock& code,
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s64 cursor) {
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for (; cursor >= 0; --cursor) {
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const auto [found_node, new_cursor] = FindOperation(code, cursor, OperationCode::Assign);
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