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shader: Fix BRX tracking

This commit is contained in:
FernandoS27 2021-04-06 02:01:01 +02:00 committed by ameerj
parent bfeeb23ddc
commit 20ba0ea0a9
2 changed files with 4 additions and 3 deletions

View file

@ -197,7 +197,7 @@ Function::Function(ObjectPool<Block>& block_pool, Location start_address)
}} {} }} {}
CFG::CFG(Environment& env_, ObjectPool<Block>& block_pool_, Location start_address) CFG::CFG(Environment& env_, ObjectPool<Block>& block_pool_, Location start_address)
: env{env_}, block_pool{block_pool_} { : env{env_}, block_pool{block_pool_}, program_start{start_address} {
functions.emplace_back(block_pool, start_address); functions.emplace_back(block_pool, start_address);
for (FunctionId function_id = 0; function_id < functions.size(); ++function_id) { for (FunctionId function_id = 0; function_id < functions.size(); ++function_id) {
while (!functions[function_id].labels.empty()) { while (!functions[function_id].labels.empty()) {
@ -427,9 +427,9 @@ void CFG::AnalyzeBRA(Block* block, FunctionId function_id, Location pc, Instruct
CFG::AnalysisState CFG::AnalyzeBRX(Block* block, Location pc, Instruction inst, bool is_absolute, CFG::AnalysisState CFG::AnalyzeBRX(Block* block, Location pc, Instruction inst, bool is_absolute,
FunctionId function_id) { FunctionId function_id) {
const std::optional brx_table{TrackIndirectBranchTable(env, pc, block->begin)}; const std::optional brx_table{TrackIndirectBranchTable(env, pc, program_start)};
if (!brx_table) { if (!brx_table) {
TrackIndirectBranchTable(env, pc, block->begin); TrackIndirectBranchTable(env, pc, program_start);
throw NotImplementedException("Failed to track indirect branch"); throw NotImplementedException("Failed to track indirect branch");
} }
const IR::FlowTest flow_test{inst.branch.flow_test}; const IR::FlowTest flow_test{inst.branch.flow_test};

View file

@ -157,6 +157,7 @@ private:
ObjectPool<Block>& block_pool; ObjectPool<Block>& block_pool;
boost::container::small_vector<Function, 1> functions; boost::container::small_vector<Function, 1> functions;
FunctionId current_function_id{0}; FunctionId current_function_id{0};
Location program_start;
}; };
} // namespace Shader::Maxwell::Flow } // namespace Shader::Maxwell::Flow