shader_ir: std::move Node instance where applicable
These are std::shared_ptr instances underneath the hood, which means copying them isn't as cheap as a regular pointer. Particularly so on weakly-ordered systems. This avoids atomic reference count increments and decrements where they aren't necessary for the core set of operations.
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60926ac16b
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4 changed files with 67 additions and 60 deletions
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@ -46,12 +46,12 @@ void ShaderIR::Decode() {
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coverage_end = shader_info.end;
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if (shader_info.decompilable) {
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disable_flow_stack = true;
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const auto insert_block = ([this](NodeBlock& nodes, u32 label) {
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const auto insert_block = [this](NodeBlock& nodes, u32 label) {
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if (label == exit_branch) {
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return;
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}
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basic_blocks.insert({label, nodes});
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});
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};
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const auto& blocks = shader_info.blocks;
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NodeBlock current_block;
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u32 current_label = exit_branch;
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@ -103,7 +103,7 @@ void ShaderIR::DecodeRangeInner(NodeBlock& bb, u32 begin, u32 end) {
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}
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void ShaderIR::InsertControlFlow(NodeBlock& bb, const ShaderBlock& block) {
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const auto apply_conditions = ([&](const Condition& cond, Node n) -> Node {
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const auto apply_conditions = [&](const Condition& cond, Node n) -> Node {
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Node result = n;
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if (cond.cc != ConditionCode::T) {
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result = Conditional(GetConditionCode(cond.cc), {result});
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@ -117,7 +117,7 @@ void ShaderIR::InsertControlFlow(NodeBlock& bb, const ShaderBlock& block) {
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result = Conditional(GetPredicate(pred, is_neg), {result});
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}
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return result;
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});
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};
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if (block.branch.address < 0) {
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if (block.branch.kills) {
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Node n = Operation(OperationCode::Discard);
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