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Revert "shader_recompiler/dead_code_elimination: Add DeadBranchElimination pass"
nce_cpp
Revert "shader_recompiler/dead_code_elimination: Add DeadBranchElimination pass"
nce_cpp
committed by
GitHub
3 changed files with 9 additions and 98 deletions
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5src/shader_recompiler/frontend/ir/microinstruction.cpp
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4src/shader_recompiler/frontend/ir/value.h
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88src/shader_recompiler/ir_opt/dead_code_elimination_pass.cpp
@ -1,105 +1,25 @@ |
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <algorithm>
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#include <boost/container/small_vector.hpp>
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#include "shader_recompiler/frontend/ir/basic_block.h"
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#include "shader_recompiler/frontend/ir/basic_block.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/ir_opt/passes.h"
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#include "shader_recompiler/ir_opt/passes.h"
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namespace Shader::Optimization { |
namespace Shader::Optimization { |
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namespace { |
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template <bool TEST_USES> |
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void DeadInstElimination(IR::Block* const block) { |
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void DeadCodeEliminationPass(IR::Program& program) { |
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// We iterate over the instructions in reverse order.
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// We iterate over the instructions in reverse order.
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// This is because removing an instruction reduces the number of uses for earlier instructions.
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// This is because removing an instruction reduces the number of uses for earlier instructions.
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for (IR::Block* const block : program.post_order_blocks) { |
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auto it{block->end()}; |
auto it{block->end()}; |
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while (it != block->begin()) { |
while (it != block->begin()) { |
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--it; |
--it; |
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if constexpr (TEST_USES) { |
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if (it->HasUses() || it->MayHaveSideEffects()) { |
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continue; |
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} |
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} |
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if (!it->HasUses() && !it->MayHaveSideEffects()) { |
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it->Invalidate(); |
it->Invalidate(); |
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it = block->Instructions().erase(it); |
it = block->Instructions().erase(it); |
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} |
} |
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} |
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void DeletedPhiArgElimination(IR::Program& program, std::span<const IR::Block*> dead_blocks) { |
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for (IR::Block* const block : program.blocks) { |
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for (IR::Inst& phi : *block) { |
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if (!IR::IsPhi(phi)) { |
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continue; |
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} |
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for (size_t i = 0; i < phi.NumArgs(); ++i) { |
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if (std::ranges::find(dead_blocks, phi.PhiBlock(i)) == dead_blocks.end()) { |
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continue; |
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} |
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// Phi operand at this index is an unreachable block
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phi.ErasePhiOperand(i); |
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--i; |
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} |
} |
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} |
} |
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} |
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} |
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void DeadBranchElimination(IR::Program& program) { |
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boost::container::small_vector<const IR::Block*, 3> dead_blocks; |
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const auto begin_it{program.syntax_list.begin()}; |
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for (auto node_it = begin_it; node_it != program.syntax_list.end(); ++node_it) { |
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if (node_it->type != IR::AbstractSyntaxNode::Type::If) { |
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continue; |
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} |
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IR::Inst* const cond_ref{node_it->data.if_node.cond.Inst()}; |
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const IR::U1 cond{cond_ref->Arg(0)}; |
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if (!cond.IsImmediate()) { |
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continue; |
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} |
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if (cond.U1()) { |
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continue; |
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} |
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// False immediate condition. Remove condition ref, erase the entire branch.
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cond_ref->Invalidate(); |
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// Account for nested if-statements within the if(false) branch
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u32 nested_ifs{1u}; |
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while (node_it->type != IR::AbstractSyntaxNode::Type::EndIf || nested_ifs > 0) { |
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node_it = program.syntax_list.erase(node_it); |
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switch (node_it->type) { |
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case IR::AbstractSyntaxNode::Type::If: |
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++nested_ifs; |
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break; |
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case IR::AbstractSyntaxNode::Type::EndIf: |
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--nested_ifs; |
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break; |
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case IR::AbstractSyntaxNode::Type::Block: { |
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IR::Block* const block{node_it->data.block}; |
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DeadInstElimination<false>(block); |
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dead_blocks.push_back(block); |
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break; |
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} |
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default: |
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break; |
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} |
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} |
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// Erase EndIf node of the if(false) branch
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node_it = program.syntax_list.erase(node_it); |
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// Account for loop increment
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--node_it; |
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} |
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if (!dead_blocks.empty()) { |
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DeletedPhiArgElimination(program, std::span(dead_blocks.data(), dead_blocks.size())); |
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} |
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} |
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} // namespace
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void DeadCodeEliminationPass(IR::Program& program) { |
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DeadBranchElimination(program); |
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for (IR::Block* const block : program.post_order_blocks) { |
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DeadInstElimination<true>(block); |
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} |
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} |
} |
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} // namespace Shader::Optimization
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} // namespace Shader::Optimization
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