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.
This commit is contained in:
Lioncash 2019-07-16 10:37:11 -04:00
parent 60926ac16b
commit bebbdc2067
4 changed files with 67 additions and 60 deletions

View file

@ -15,18 +15,20 @@ namespace {
std::pair<Node, s64> FindOperation(const NodeBlock& code, s64 cursor,
OperationCode operation_code) {
for (; cursor >= 0; --cursor) {
const Node node = code.at(cursor);
Node node = code.at(cursor);
if (const auto operation = std::get_if<OperationNode>(&*node)) {
if (operation->GetCode() == operation_code) {
return {node, cursor};
return {std::move(node), cursor};
}
}
if (const auto conditional = std::get_if<ConditionalNode>(&*node)) {
const auto& conditional_code = conditional->GetCode();
const auto [found, internal_cursor] = FindOperation(
auto [found, internal_cursor] = FindOperation(
conditional_code, static_cast<s64>(conditional_code.size() - 1), operation_code);
if (found) {
return {found, cursor};
return {std::move(found), cursor};
}
}
}