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shader: Inline common Value getters

ReinUsesLisp 5 лет назад
Родитель
Сommit
75dee55486
2 измененных файлов с 102 добавлено и 109 удалено
  1. 0 107
      src/shader_recompiler/frontend/ir/value.cpp
  2. 102 2
      src/shader_recompiler/frontend/ir/value.h

+ 0 - 107
src/shader_recompiler/frontend/ir/value.cpp

@@ -51,107 +51,6 @@ IR::Type Value::Type() const noexcept {
     return type;
 }
 
-IR::Inst* Value::Inst() const {
-    ValidateAccess(Type::Opaque);
-    return inst;
-}
-
-IR::Block* Value::Label() const {
-    ValidateAccess(Type::Label);
-    return label;
-}
-
-IR::Inst* Value::InstRecursive() const {
-    ValidateAccess(Type::Opaque);
-    if (IsIdentity()) {
-        return inst->Arg(0).InstRecursive();
-    }
-    return inst;
-}
-
-IR::Value Value::Resolve() const {
-    if (IsIdentity()) {
-        return inst->Arg(0).Resolve();
-    }
-    return *this;
-}
-
-IR::Reg Value::Reg() const {
-    ValidateAccess(Type::Reg);
-    return reg;
-}
-
-IR::Pred Value::Pred() const {
-    ValidateAccess(Type::Pred);
-    return pred;
-}
-
-IR::Attribute Value::Attribute() const {
-    ValidateAccess(Type::Attribute);
-    return attribute;
-}
-
-IR::Patch Value::Patch() const {
-    ValidateAccess(Type::Patch);
-    return patch;
-}
-
-bool Value::U1() const {
-    if (IsIdentity()) {
-        return inst->Arg(0).U1();
-    }
-    ValidateAccess(Type::U1);
-    return imm_u1;
-}
-
-u8 Value::U8() const {
-    if (IsIdentity()) {
-        return inst->Arg(0).U8();
-    }
-    ValidateAccess(Type::U8);
-    return imm_u8;
-}
-
-u16 Value::U16() const {
-    if (IsIdentity()) {
-        return inst->Arg(0).U16();
-    }
-    ValidateAccess(Type::U16);
-    return imm_u16;
-}
-
-u32 Value::U32() const {
-    if (IsIdentity()) {
-        return inst->Arg(0).U32();
-    }
-    ValidateAccess(Type::U32);
-    return imm_u32;
-}
-
-f32 Value::F32() const {
-    if (IsIdentity()) {
-        return inst->Arg(0).F32();
-    }
-    ValidateAccess(Type::F32);
-    return imm_f32;
-}
-
-u64 Value::U64() const {
-    if (IsIdentity()) {
-        return inst->Arg(0).U64();
-    }
-    ValidateAccess(Type::U64);
-    return imm_u64;
-}
-
-f64 Value::F64() const {
-    if (IsIdentity()) {
-        return inst->Arg(0).F64();
-    }
-    ValidateAccess(Type::F64);
-    return imm_f64;
-}
-
 bool Value::operator==(const Value& other) const {
     if (type != other.type) {
         return false;
@@ -205,10 +104,4 @@ bool Value::operator!=(const Value& other) const {
     return !operator==(other);
 }
 
-void Value::ValidateAccess(IR::Type expected) const {
-    if (type != expected) {
-        throw LogicError("Reading {} out of {}", expected, type);
-    }
-}
-
 } // namespace Shader::IR

+ 102 - 2
src/shader_recompiler/frontend/ir/value.h

@@ -14,6 +14,7 @@
 #include <boost/container/small_vector.hpp>
 #include <boost/intrusive/list.hpp>
 
+#include "common/assert.h"
 #include "common/bit_cast.h"
 #include "common/common_types.h"
 #include "shader_recompiler/exception.h"
@@ -76,8 +77,6 @@ public:
     [[nodiscard]] bool operator!=(const Value& other) const;
 
 private:
-    void ValidateAccess(IR::Type expected) const;
-
     IR::Type type{};
     union {
         IR::Inst* inst{};
@@ -288,4 +287,105 @@ inline bool Value::IsImmediate() const noexcept {
     return current_type != Type::Opaque;
 }
 
+inline IR::Inst* Value::Inst() const {
+    DEBUG_ASSERT(type == Type::Opaque);
+    return inst;
+}
+
+inline IR::Block* Value::Label() const {
+    DEBUG_ASSERT(type == Type::Label);
+    return label;
+}
+
+inline IR::Inst* Value::InstRecursive() const {
+    DEBUG_ASSERT(type == Type::Opaque);
+    if (IsIdentity()) {
+        return inst->Arg(0).InstRecursive();
+    }
+    return inst;
+}
+
+inline IR::Value Value::Resolve() const {
+    if (IsIdentity()) {
+        return inst->Arg(0).Resolve();
+    }
+    return *this;
+}
+
+inline IR::Reg Value::Reg() const {
+    DEBUG_ASSERT(type == Type::Reg);
+    return reg;
+}
+
+inline IR::Pred Value::Pred() const {
+    DEBUG_ASSERT(type == Type::Pred);
+    return pred;
+}
+
+inline IR::Attribute Value::Attribute() const {
+    DEBUG_ASSERT(type == Type::Attribute);
+    return attribute;
+}
+
+inline IR::Patch Value::Patch() const {
+    DEBUG_ASSERT(type == Type::Patch);
+    return patch;
+}
+
+inline bool Value::U1() const {
+    if (IsIdentity()) {
+        return inst->Arg(0).U1();
+    }
+    DEBUG_ASSERT(type == Type::U1);
+    return imm_u1;
+}
+
+inline u8 Value::U8() const {
+    if (IsIdentity()) {
+        return inst->Arg(0).U8();
+    }
+    DEBUG_ASSERT(type == Type::U8);
+    return imm_u8;
+}
+
+inline u16 Value::U16() const {
+    if (IsIdentity()) {
+        return inst->Arg(0).U16();
+    }
+    DEBUG_ASSERT(type == Type::U16);
+    return imm_u16;
+}
+
+inline u32 Value::U32() const {
+    if (IsIdentity()) {
+        return inst->Arg(0).U32();
+    }
+    DEBUG_ASSERT(type == Type::U32);
+    return imm_u32;
+}
+
+inline f32 Value::F32() const {
+    if (IsIdentity()) {
+        return inst->Arg(0).F32();
+    }
+    DEBUG_ASSERT(type == Type::F32);
+    return imm_f32;
+}
+
+inline u64 Value::U64() const {
+    if (IsIdentity()) {
+        return inst->Arg(0).U64();
+    }
+    DEBUG_ASSERT(type == Type::U64);
+    return imm_u64;
+}
+
+inline f64 Value::F64() const {
+    if (IsIdentity()) {
+        return inst->Arg(0).F64();
+    }
+    DEBUG_ASSERT(type == Type::F64);
+    return imm_f64;
+}
+
 } // namespace Shader::IR