Fix exception on shader translator when adding goto temp variable
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1 changed files with 20 additions and 0 deletions
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@ -78,13 +78,19 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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foreach (BasicBlock predecessor in block.Predecessors.OrderByDescending(x => x.Index))
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{
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// If not a loop, break.
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if (predecessor.Index < block.Index)
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{
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break;
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}
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// Check if we can create a do-while loop here (only possible if the loop end
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// falls inside the current scope), if not add a goto instead.
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if (predecessor.Index < _currEndIndex && !done)
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{
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// Create do-while loop block. We must avoid inserting a goto at the end
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// of the loop later, when the tail block is processed. So we add the predecessor
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// to a list of loop tails to prevent it from being processed later.
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Operation branchOp = (Operation)predecessor.GetLastOp();
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NewBlock(AstBlockType.DoWhile, branchOp, predecessor.Index + 1);
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@ -95,6 +101,9 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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}
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else
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{
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// Failed to create loop. Since this block is the loop head, we reset the
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// goto condition variable here. The variable is always reset on the jump
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// target, and this block is the jump target for some loop.
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AddGotoTempReset(block, GetGotoTempAsg(block.Index));
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break;
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@ -129,6 +138,8 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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{
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AstAssignment gotoTempAsg = GetGotoTempAsg(block.Branch.Index);
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// We use DoWhile type here, as the condition should be true for
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// unconditional branches, or it should jump if the condition is true otherwise.
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IAstNode cond = GetBranchCond(AstBlockType.DoWhile, branchOp);
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AddNode(Assign(gotoTempAsg.Destination, cond));
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@ -161,6 +172,12 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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private void AddGotoTempReset(BasicBlock block, AstAssignment gotoTempAsg)
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{
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// If it was already added, we don't need to add it again.
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if (gotoTempAsg.Parent != null)
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{
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return;
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}
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AddNode(gotoTempAsg);
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// For block 0, we don't need to add the extra "reset" at the beginning,
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@ -200,6 +217,9 @@ namespace Ryujinx.Graphics.Shader.StructuredIr
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if (branchOp.Inst == Instruction.Branch)
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{
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// If the branch is not conditional, the condition is a constant.
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// For if it's false (always jump over, if block never executed).
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// For loops it's always true (always loop).
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cond = Const(type == AstBlockType.If ? IrConsts.False : IrConsts.True);
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}
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else
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