UFC 5 in-game (#883)

* shader: release descriptor dependencies

* shader: simplify shared-exit control flow

* shader: fix scalar memory loads

* shader: fix LDS counter bounds

* renderer: skip inactive pixel shaders

* shader: respect FP32 mode in comparisons

* renderer: fix sampler border colors

* shader: resolve descriptors from control flow

* shader: resolve descriptors before resource planning

* shader: handle scalar guards for image bounds

* shader: handle reduced guards for image loops

* shader: fix wave guards and material indices

* shader: preserve scalar buffer offset alignment and carry

* shader: prove masked loop bounds across iteration transitions

* shader: preserve source and IR before resource tracking failures

* shader: track material keys selected from active lanes

* shader: remove obsolete post-dominator analysis

* shader: follow bounds guards through control-flow joins
This commit is contained in:
nmzik
2026-09-28 16:03:05 +04:00
committed by GitHub
parent 421684e75f
commit 0791f921f6
34 changed files with 3222 additions and 2261 deletions
+9 -9
View File
@@ -14,10 +14,10 @@ SamplerCache::~SamplerCache() {
}
}
vk::Sampler SamplerCache::GetSampler(const ShaderSamplerResource& r) {
vk::Sampler SamplerCache::GetSampler(const ShaderSamplerResource& r, bool integer_border) {
Common::LockGuard lock(m_mutex);
const SamplerKey key {r.fields[0], r.fields[1], r.fields[2], r.fields[3]};
const SamplerKey key {r.fields[0], r.fields[1], r.fields[2], r.fields[3], integer_border};
if (auto iter = m_samplers.find(key); iter != m_samplers.end()) {
return iter->second;
}
@@ -93,23 +93,23 @@ vk::Sampler SamplerCache::GetSampler(const ShaderSamplerResource& r) {
return vk::SamplerAddressMode::eClampToBorder;
};
vk::BorderColor border = vk::BorderColor::eIntTransparentBlack;
vk::BorderColor border = integer_border ? vk::BorderColor::eIntTransparentBlack
: vk::BorderColor::eFloatTransparentBlack;
switch (static_cast<Prospero::SamplerBorderColor>(r.BorderColorType())) {
case Prospero::SamplerBorderColor::kTransBlack:
border = vk::BorderColor::eIntTransparentBlack;
break;
case Prospero::SamplerBorderColor::kTransBlack: break;
case Prospero::SamplerBorderColor::kOpaqueBlack:
border = vk::BorderColor::eIntOpaqueBlack;
border = integer_border ? vk::BorderColor::eIntOpaqueBlack
: vk::BorderColor::eFloatOpaqueBlack;
break;
case Prospero::SamplerBorderColor::kOpaqueWhite:
border = vk::BorderColor::eIntOpaqueWhite;
border = integer_border ? vk::BorderColor::eIntOpaqueWhite
: vk::BorderColor::eFloatOpaqueWhite;
break;
case Prospero::SamplerBorderColor::kFromTable:
LOGF(
"temporary: approximating table border color as transparent black, index = %" PRIu16
"\n",
r.BorderColorPtr());
border = vk::BorderColor::eIntTransparentBlack;
break;
default: EXIT("unknown border color: %d", static_cast<int>(r.BorderColorType()));
}
+2 -2
View File
@@ -24,10 +24,10 @@ public:
~SamplerCache();
KYTY_CLASS_NO_COPY(SamplerCache);
vk::Sampler GetSampler(const ShaderSamplerResource& r);
vk::Sampler GetSampler(const ShaderSamplerResource& r, bool integer_border);
private:
using SamplerKey = std::array<uint32_t, 4>;
using SamplerKey = std::array<uint32_t, 5>;
struct SamplerKeyHash {
std::size_t operator()(const SamplerKey& key) const {