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