using Ryujinx.Graphics.Shader.IntermediateRepresentation; namespace Ryujinx.Graphics.Shader.Translation.Optimizations { static class Utils { public static bool IsInputLoad(INode node) { return (node is Operation operation) && operation.Inst == Instruction.Load && operation.StorageKind == StorageKind.Input; } public static bool IsInputLoad(INode node, IoVariable ioVariable, int elemIndex) { if (!(node is Operation operation) || operation.Inst != Instruction.Load || operation.StorageKind != StorageKind.Input || operation.SourcesCount != 2) { return false; } Operand ioVariableSrc = operation.GetSource(0); if (ioVariableSrc.Type != OperandType.Constant || (IoVariable)ioVariableSrc.Value != ioVariable) { return false; } Operand elemIndexSrc = operation.GetSource(1); return elemIndexSrc.Type == OperandType.Constant && elemIndexSrc.Value == elemIndex; } private static Operation FindBranchSource(BasicBlock block) { foreach (BasicBlock sourceBlock in block.Predecessors) { if (sourceBlock.Operations.Count > 0) { if (sourceBlock.GetLastOp() is Operation lastOp && IsConditionalBranch(lastOp.Inst) && sourceBlock.Next == block) { return lastOp; } } } return null; } private static bool IsConditionalBranch(Instruction inst) { return inst == Instruction.BranchIfFalse || inst == Instruction.BranchIfTrue; } private static bool BlockConditionsMatch(BasicBlock currentBlock, BasicBlock queryBlock) { // Check if all the conditions for the query block are satisfied by the current block. // Just checks the top-most conditional for now. Operation currentBranch = FindBranchSource(currentBlock); Operation queryBranch = FindBranchSource(queryBlock); Operand currentCondition = currentBranch?.GetSource(0); Operand queryCondition = queryBranch?.GetSource(0); // The condition should be the same operand instance. return currentBranch != null && queryBranch != null && currentBranch.Inst == queryBranch.Inst && currentCondition == queryCondition; } public static Operand FindLastOperation(Operand source, BasicBlock block) { if (source.AsgOp is PhiNode phiNode) { // This source can have a different value depending on a previous branch. // Ensure that conditions met for that branch are also met for the current one. // Prefer the latest sources for the phi node. for (int i = phiNode.SourcesCount - 1; i >= 0; i--) { BasicBlock phiBlock = phiNode.GetBlock(i); if (BlockConditionsMatch(block, phiBlock)) { return phiNode.GetSource(i); } } } return source; } } }