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| author | lat9nq <lat9nq@gmail.com> | 2021-07-25 15:31:33 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-07-25 15:31:33 -0400 |
| commit | 09d6cc99435322c5f480eaa2b0967e33f4966ba6 (patch) | |
| tree | 72cdf06f6b7d77fdf5826104fea691f3ea450f54 /src/shader_recompiler/frontend/ir/post_order.cpp | |
| parent | d8b00fd863c8aa9fca02a479ce958899f1aadf24 (diff) | |
| parent | 7e272d3cd81656b65b21f5a569fc9a2d76cac758 (diff) | |
Merge branch 'master' into fullscreen-enum
Diffstat (limited to 'src/shader_recompiler/frontend/ir/post_order.cpp')
| -rw-r--r-- | src/shader_recompiler/frontend/ir/post_order.cpp | 46 |
1 files changed, 46 insertions, 0 deletions
diff --git a/src/shader_recompiler/frontend/ir/post_order.cpp b/src/shader_recompiler/frontend/ir/post_order.cpp new file mode 100644 index 000000000..16bc44101 --- /dev/null +++ b/src/shader_recompiler/frontend/ir/post_order.cpp @@ -0,0 +1,46 @@ +// Copyright 2021 yuzu Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#include <algorithm> + +#include <boost/container/flat_set.hpp> +#include <boost/container/small_vector.hpp> + +#include "shader_recompiler/frontend/ir/basic_block.h" +#include "shader_recompiler/frontend/ir/post_order.h" + +namespace Shader::IR { + +BlockList PostOrder(const AbstractSyntaxNode& root) { + boost::container::small_vector<Block*, 16> block_stack; + boost::container::flat_set<Block*> visited; + BlockList post_order_blocks; + + if (root.type != AbstractSyntaxNode::Type::Block) { + throw LogicError("First node in abstract syntax list root is not a block"); + } + Block* const first_block{root.data.block}; + visited.insert(first_block); + block_stack.push_back(first_block); + + while (!block_stack.empty()) { + Block* const block{block_stack.back()}; + const auto visit{[&](Block* branch) { + if (!visited.insert(branch).second) { + return false; + } + // Calling push_back twice is faster than insert on MSVC + block_stack.push_back(block); + block_stack.push_back(branch); + return true; + }}; + block_stack.pop_back(); + if (std::ranges::none_of(block->ImmSuccessors(), visit)) { + post_order_blocks.push_back(block); + } + } + return post_order_blocks; +} + +} // namespace Shader::IR |
