shader_recompiler: remove barriers in conditional control flow when device lacks support
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// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/ir_opt/passes.h"
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namespace Shader::Optimization {
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void ConditionalBarrierPass(IR::Program& program) {
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s32 conditional_control_flow_count{0};
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s32 conditional_return_count{0};
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for (IR::AbstractSyntaxNode& node : program.syntax_list) {
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switch (node.type) {
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case IR::AbstractSyntaxNode::Type::If:
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case IR::AbstractSyntaxNode::Type::Loop:
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conditional_control_flow_count++;
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break;
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case IR::AbstractSyntaxNode::Type::EndIf:
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case IR::AbstractSyntaxNode::Type::Repeat:
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conditional_control_flow_count--;
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break;
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case IR::AbstractSyntaxNode::Type::Unreachable:
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case IR::AbstractSyntaxNode::Type::Return:
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if (conditional_control_flow_count > 0) {
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conditional_return_count++;
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}
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break;
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case IR::AbstractSyntaxNode::Type::Block:
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for (IR::Inst& inst : node.data.block->Instructions()) {
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if ((conditional_control_flow_count > 0 || conditional_return_count > 0) &&
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inst.GetOpcode() == IR::Opcode::Barrier) {
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LOG_WARNING(Shader, "Barrier within conditional control flow");
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inst.ReplaceOpcode(IR::Opcode::Identity);
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}
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}
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break;
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default:
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break;
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}
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}
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ASSERT(conditional_control_flow_count == 0);
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}
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} // namespace Shader::Optimization
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