|
|
@@ -78,13 +78,19 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
|
|
|
|
|
|
foreach (BasicBlock predecessor in block.Predecessors.OrderByDescending(x => x.Index))
|
|
|
{
|
|
|
+ // If not a loop, break.
|
|
|
if (predecessor.Index < block.Index)
|
|
|
{
|
|
|
break;
|
|
|
}
|
|
|
|
|
|
+ // Check if we can create a do-while loop here (only possible if the loop end
|
|
|
+ // falls inside the current scope), if not add a goto instead.
|
|
|
if (predecessor.Index < _currEndIndex && !done)
|
|
|
{
|
|
|
+ // Create do-while loop block. We must avoid inserting a goto at the end
|
|
|
+ // of the loop later, when the tail block is processed. So we add the predecessor
|
|
|
+ // to a list of loop tails to prevent it from being processed later.
|
|
|
Operation branchOp = (Operation)predecessor.GetLastOp();
|
|
|
|
|
|
NewBlock(AstBlockType.DoWhile, branchOp, predecessor.Index + 1);
|
|
|
@@ -95,6 +101,9 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
+ // Failed to create loop. Since this block is the loop head, we reset the
|
|
|
+ // goto condition variable here. The variable is always reset on the jump
|
|
|
+ // target, and this block is the jump target for some loop.
|
|
|
AddGotoTempReset(block, GetGotoTempAsg(block.Index));
|
|
|
|
|
|
break;
|
|
|
@@ -129,6 +138,8 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
|
|
|
{
|
|
|
AstAssignment gotoTempAsg = GetGotoTempAsg(block.Branch.Index);
|
|
|
|
|
|
+ // We use DoWhile type here, as the condition should be true for
|
|
|
+ // unconditional branches, or it should jump if the condition is true otherwise.
|
|
|
IAstNode cond = GetBranchCond(AstBlockType.DoWhile, branchOp);
|
|
|
|
|
|
AddNode(Assign(gotoTempAsg.Destination, cond));
|
|
|
@@ -161,6 +172,12 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
|
|
|
|
|
|
private void AddGotoTempReset(BasicBlock block, AstAssignment gotoTempAsg)
|
|
|
{
|
|
|
+ // If it was already added, we don't need to add it again.
|
|
|
+ if (gotoTempAsg.Parent != null)
|
|
|
+ {
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
AddNode(gotoTempAsg);
|
|
|
|
|
|
// For block 0, we don't need to add the extra "reset" at the beginning,
|
|
|
@@ -200,6 +217,9 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
|
|
|
|
|
|
if (branchOp.Inst == Instruction.Branch)
|
|
|
{
|
|
|
+ // If the branch is not conditional, the condition is a constant.
|
|
|
+ // For if it's false (always jump over, if block never executed).
|
|
|
+ // For loops it's always true (always loop).
|
|
|
cond = Const(type == AstBlockType.If ? IrConsts.False : IrConsts.True);
|
|
|
}
|
|
|
else
|