glsl: Fix "reg" allocing

based on glasm with some tweaks
This commit is contained in:
ameerj 2021-05-20 23:38:38 -04:00
parent fda83fe3c5
commit 3355c467e0
10 changed files with 938 additions and 898 deletions

View file

@ -0,0 +1,28 @@
// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h"
namespace Shader::Backend::GLSL {
namespace {
static void Alias(IR::Inst& inst, const IR::Value& value) {
if (value.IsImmediate()) {
return;
}
IR::Inst& value_inst{RegAlloc::AliasInst(*value.Inst())};
value_inst.DestructiveAddUsage(inst.UseCount());
value_inst.DestructiveRemoveUsage();
inst.SetDefinition(value_inst.Definition<Id>());
}
} // namespace
void EmitIdentity(EmitContext&, IR::Inst* inst, const IR::Value& value) {
Alias(*inst, value);
}
} // namespace Shader::Backend::GLSL