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shader/arithmetic_integer: Change IAdd to UAdd to avoid signed overflow
Signed integer addition overflow might be undefined behavior. It's free to change operations to UAdd and use unsigned integers to avoid potential bugs.
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1 changed files with 2 additions and 2 deletions
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@ -40,12 +40,12 @@ u32 ShaderIR::DecodeArithmeticInteger(NodeBlock& bb, u32 pc) {
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op_a = GetOperandAbsNegInteger(op_a, false, instr.alu_integer.negate_a, true);
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op_a = GetOperandAbsNegInteger(op_a, false, instr.alu_integer.negate_a, true);
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op_b = GetOperandAbsNegInteger(op_b, false, instr.alu_integer.negate_b, true);
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op_b = GetOperandAbsNegInteger(op_b, false, instr.alu_integer.negate_b, true);
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Node value = Operation(OperationCode::IAdd, op_a, op_b);
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Node value = Operation(OperationCode::UAdd, op_a, op_b);
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if (instr.iadd.x) {
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if (instr.iadd.x) {
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Node carry = GetInternalFlag(InternalFlag::Carry);
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Node carry = GetInternalFlag(InternalFlag::Carry);
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Node x = Operation(OperationCode::Select, std::move(carry), Immediate(1), Immediate(0));
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Node x = Operation(OperationCode::Select, std::move(carry), Immediate(1), Immediate(0));
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value = Operation(OperationCode::IAdd, std::move(value), std::move(x));
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value = Operation(OperationCode::UAdd, std::move(value), std::move(x));
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}
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}
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if (instr.generates_cc) {
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if (instr.generates_cc) {
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