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https://github.com/yuzu-emu/yuzu-android
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shader: Fix BRX tracking
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@ -197,7 +197,7 @@ Function::Function(ObjectPool<Block>& block_pool, Location start_address)
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}} {}
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}} {}
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CFG::CFG(Environment& env_, ObjectPool<Block>& block_pool_, Location start_address)
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CFG::CFG(Environment& env_, ObjectPool<Block>& block_pool_, Location start_address)
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: env{env_}, block_pool{block_pool_} {
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: env{env_}, block_pool{block_pool_}, program_start{start_address} {
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functions.emplace_back(block_pool, start_address);
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functions.emplace_back(block_pool, start_address);
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for (FunctionId function_id = 0; function_id < functions.size(); ++function_id) {
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for (FunctionId function_id = 0; function_id < functions.size(); ++function_id) {
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while (!functions[function_id].labels.empty()) {
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while (!functions[function_id].labels.empty()) {
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@ -427,9 +427,9 @@ void CFG::AnalyzeBRA(Block* block, FunctionId function_id, Location pc, Instruct
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CFG::AnalysisState CFG::AnalyzeBRX(Block* block, Location pc, Instruction inst, bool is_absolute,
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CFG::AnalysisState CFG::AnalyzeBRX(Block* block, Location pc, Instruction inst, bool is_absolute,
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FunctionId function_id) {
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FunctionId function_id) {
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const std::optional brx_table{TrackIndirectBranchTable(env, pc, block->begin)};
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const std::optional brx_table{TrackIndirectBranchTable(env, pc, program_start)};
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if (!brx_table) {
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if (!brx_table) {
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TrackIndirectBranchTable(env, pc, block->begin);
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TrackIndirectBranchTable(env, pc, program_start);
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throw NotImplementedException("Failed to track indirect branch");
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throw NotImplementedException("Failed to track indirect branch");
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}
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}
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const IR::FlowTest flow_test{inst.branch.flow_test};
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const IR::FlowTest flow_test{inst.branch.flow_test};
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@ -157,6 +157,7 @@ private:
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ObjectPool<Block>& block_pool;
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ObjectPool<Block>& block_pool;
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boost::container::small_vector<Function, 1> functions;
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boost::container::small_vector<Function, 1> functions;
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FunctionId current_function_id{0};
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FunctionId current_function_id{0};
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Location program_start;
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};
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};
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} // namespace Shader::Maxwell::Flow
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} // namespace Shader::Maxwell::Flow
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