glasm: Rework control flow introducing a syntax list
This commit regresses VertexA shaders, their transformation pass has to be adapted to the new control flow.
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7ff5851608
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33 changed files with 437 additions and 505 deletions
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@ -23,13 +23,12 @@ static void Invoke(TranslatorVisitor& visitor, Location pc, u64 insn) {
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}
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}
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void Translate(Environment& env, IR::Block* block) {
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if (block->IsVirtual()) {
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void Translate(Environment& env, IR::Block* block, u32 location_begin, u32 location_end) {
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if (location_begin == location_end) {
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return;
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}
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TranslatorVisitor visitor{env, *block};
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const Location pc_end{block->LocationEnd()};
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for (Location pc = block->LocationBegin(); pc != pc_end; ++pc) {
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for (Location pc = location_begin; pc != location_end; ++pc) {
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const u64 insn{env.ReadInstruction(pc.Offset())};
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const Opcode opcode{Decode(insn)};
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switch (opcode) {
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@ -9,6 +9,6 @@
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namespace Shader::Maxwell {
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void Translate(Environment& env, IR::Block* block);
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void Translate(Environment& env, IR::Block* block, u32 location_begin, u32 location_end);
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} // namespace Shader::Maxwell
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