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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
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@@ -24,10 +24,10 @@ public:
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~SamplerCache();
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KYTY_CLASS_NO_COPY(SamplerCache);
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vk::Sampler GetSampler(const ShaderSamplerResource& r);
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vk::Sampler GetSampler(const ShaderSamplerResource& r, bool integer_border);
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private:
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using SamplerKey = std::array<uint32_t, 4>;
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using SamplerKey = std::array<uint32_t, 5>;
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struct SamplerKeyHash {
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std::size_t operator()(const SamplerKey& key) const {
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