SPIR-V: WIP shader compiler / optimizations / alpha test implementation
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36
src/xenia/gpu/spirv/compiler.cc
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36
src/xenia/gpu/spirv/compiler.cc
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2016 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/gpu/spirv/compiler.h"
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namespace xe {
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namespace gpu {
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namespace spirv {
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Compiler::Compiler() {}
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void Compiler::AddPass(std::unique_ptr<CompilerPass> pass) {
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compiler_passes_.push_back(std::move(pass));
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}
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bool Compiler::Compile(spv::Module* module) {
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for (auto& pass : compiler_passes_) {
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if (!pass->Run(module)) {
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return false;
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}
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}
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return true;
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}
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void Compiler::Reset() { compiler_passes_.clear(); }
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} // namespace spirv
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} // namespace gpu
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} // namespace xe
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41
src/xenia/gpu/spirv/compiler.h
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41
src/xenia/gpu/spirv/compiler.h
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2016 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_GPU_SPIRV_COMPILER_H_
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#define XENIA_GPU_SPIRV_COMPILER_H_
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#include "xenia/base/arena.h"
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#include "xenia/gpu/spirv/compiler_pass.h"
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#include "third_party/glslang-spirv/SpvBuilder.h"
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#include "third_party/spirv/GLSL.std.450.hpp11"
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namespace xe {
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namespace gpu {
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namespace spirv {
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// SPIR-V Compiler. Designed to optimize SPIR-V code before feeding it into the
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// drivers.
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class Compiler {
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public:
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Compiler();
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void AddPass(std::unique_ptr<CompilerPass> pass);
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void Reset();
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bool Compile(spv::Module* module);
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private:
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std::vector<std::unique_ptr<CompilerPass>> compiler_passes_;
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};
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} // namespace spirv
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_SPIRV_COMPILER_H_
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37
src/xenia/gpu/spirv/compiler_pass.h
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37
src/xenia/gpu/spirv/compiler_pass.h
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2016 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_GPU_SPIRV_COMPILER_PASS_H_
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#define XENIA_GPU_SPIRV_COMPILER_PASS_H_
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#include "xenia/base/arena.h"
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#include "third_party/glslang-spirv/SpvBuilder.h"
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#include "third_party/spirv/GLSL.std.450.hpp11"
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namespace xe {
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namespace gpu {
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namespace spirv {
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class CompilerPass {
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public:
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CompilerPass() = default;
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virtual ~CompilerPass() {}
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virtual bool Run(spv::Module* module) = 0;
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private:
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xe::Arena ir_arena_;
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};
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} // namespace spirv
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} // namespace gpu
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} // namespace xe
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#endif
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30
src/xenia/gpu/spirv/passes/control_flow_analysis_pass.cpp
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30
src/xenia/gpu/spirv/passes/control_flow_analysis_pass.cpp
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2016 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/gpu/spirv/passes/control_flow_analysis_pass.h"
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namespace xe {
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namespace gpu {
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namespace spirv {
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ControlFlowAnalysisPass::ControlFlowAnalysisPass() {}
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bool ControlFlowAnalysisPass::Run(spv::Module* module) {
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for (auto function : module->getFunctions()) {
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// For each OpBranchConditional, see if we can find a point where control
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// flow converges and then append an OpSelectionMerge.
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// Potential problems: while loops constructed from branch instructions
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}
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return true;
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}
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} // namespace spirv
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} // namespace gpu
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} // namespace xe
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34
src/xenia/gpu/spirv/passes/control_flow_analysis_pass.h
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34
src/xenia/gpu/spirv/passes/control_flow_analysis_pass.h
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2016 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_GPU_SPIRV_PASSES_CONTROL_FLOW_ANALYSIS_PASS_H_
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#define XENIA_GPU_SPIRV_PASSES_CONTROL_FLOW_ANALYSIS_PASS_H_
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#include "xenia/gpu/spirv/compiler_pass.h"
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namespace xe {
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namespace gpu {
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namespace spirv {
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// Control-flow analysis pass. Runs through control-flow and adds merge opcodes
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// where necessary.
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class ControlFlowAnalysisPass : public CompilerPass {
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public:
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ControlFlowAnalysisPass();
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bool Run(spv::Module* module) override;
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private:
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};
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} // namespace spirv
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_SPIRV_PASSES_CONTROL_FLOW_ANALYSIS_PASS_H_
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@@ -0,0 +1,48 @@
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2016 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/gpu/spirv/passes/control_flow_simplification_pass.h"
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namespace xe {
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namespace gpu {
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namespace spirv {
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ControlFlowSimplificationPass::ControlFlowSimplificationPass() {}
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bool ControlFlowSimplificationPass::Run(spv::Module* module) {
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for (auto function : module->getFunctions()) {
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// Walk through the blocks in the function and merge any blocks which are
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// unconditionally dominated.
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for (auto it = function->getBlocks().end() - 1;
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it != function->getBlocks().begin() - 1;) {
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auto block = *it;
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if (!block->isUnreachable() && block->getPredecessors().size() == 1) {
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auto prev_block = block->getPredecessors()[0];
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auto last_instr =
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prev_block->getInstruction(prev_block->getInstructionCount() - 1);
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if (last_instr->getOpCode() == spv::Op::OpBranch) {
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if (prev_block->getSuccessors().size() == 1 &&
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prev_block->getSuccessors()[0] == block) {
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// We're dominated by this block. Merge into it.
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prev_block->merge(block);
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block->setUnreachable();
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}
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}
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}
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--it;
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}
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}
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return true;
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}
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} // namespace spirv
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} // namespace gpu
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} // namespace xe
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@@ -0,0 +1,34 @@
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2016 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_GPU_SPIRV_PASSES_CONTROL_FLOW_SIMPLIFICATION_PASS_H_
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#define XENIA_GPU_SPIRV_PASSES_CONTROL_FLOW_SIMPLIFICATION_PASS_H_
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#include "xenia/gpu/spirv/compiler_pass.h"
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namespace xe {
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namespace gpu {
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namespace spirv {
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// Control-flow simplification pass. Combines adjacent blocks and marks
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// any unreachable blocks.
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class ControlFlowSimplificationPass : public CompilerPass {
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public:
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ControlFlowSimplificationPass();
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bool Run(spv::Module* module) override;
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private:
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};
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} // namespace spirv
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_SPIRV_PASSES_CONTROL_FLOW_SIMPLIFICATION_PASS_H_
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