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
+20 -10
View File
@@ -575,12 +575,17 @@ RenderState RenderExecutor::AcquireRenderTargets(CommandBuffer& buffer, RenderCo
return state;
}
static bool DrawHasActivePixelShader(const CommandBuffer& buffer) {
const auto& ctx = buffer.GetRegisters();
const auto& sh_regs = ctx.GetShaderRegisters();
const bool has_color_output = (ctx.GetRenderTargetMask() & sh_regs.m_cbShaderMask) != 0;
return buffer.GetShaders().GetPs().ps_regs.data_addr != 0 &&
(has_color_output || PixelShaderHasDepthOrCoverageSideEffects(sh_regs));
static uint32_t DrawColorOutputMask(const HW::Context& ctx) {
const auto& sh_regs = ctx.GetShaderRegisters();
const auto write_mask = ctx.GetRenderTargetMask() & sh_regs.m_cbShaderMask;
uint32_t output_mask = 0;
for (uint32_t slot = 0; slot < RENDER_COLOR_ATTACHMENTS_MAX; slot++) {
if (sh_regs.target_output_mode[slot] != 0 &&
render_target_mask_slot(write_mask, slot) != 0) {
output_mask |= 1u << slot;
}
}
return output_mask;
}
enum class CbColorMode : uint8_t {
@@ -847,7 +852,7 @@ static bool ResolvePrimitiveRestart(const CommandBuffer& buffer,
}
static void RefreshShaders(CommandBuffer& buffer, const DrawCallInfo& draw,
DrawRenderState& state) {
uint32_t color_output_mask, DrawRenderState& state) {
auto& ctx = buffer.GetRegisters();
auto& sh_ctx = buffer.GetShaders();
@@ -861,7 +866,7 @@ static void RefreshShaders(CommandBuffer& buffer, const DrawCallInfo& draw,
target_export_mapping {};
for (uint32_t slot = 0; slot < RENDER_COLOR_ATTACHMENTS_MAX; slot++) {
const auto& rt = ctx.GetRenderTarget(slot);
if (rt.base.addr != 0 && render_target_mask_slot(ctx.GetRenderTargetMask(), slot) != 0) {
if ((color_output_mask & (1u << slot)) != 0 && rt.base.addr != 0) {
target_export_mapping[slot] =
TextureGetRenderTargetFormat(rt.info.format, rt.info.channel_type,
rt.info.channel_order)
@@ -880,8 +885,12 @@ static void RefreshShaders(CommandBuffer& buffer, const DrawCallInfo& draw,
bool RenderExecutor::PrepareDrawRenderState(CommandBuffer& buffer, const DrawCallInfo& draw,
uint32_t render_target_slice_offset,
DrawRenderState& state) {
state.ps_active = DrawHasActivePixelShader(buffer);
RefreshShaders(buffer, draw, state);
const auto& shader_regs = buffer.GetRegisters().GetShaderRegisters();
const auto color_output_mask = DrawColorOutputMask(buffer.GetRegisters());
state.ps_active = buffer.GetShaders().GetPs().ps_regs.data_addr != 0 &&
(color_output_mask != 0 ||
PixelShaderHasDepthOrCoverageSideEffects(shader_regs));
RefreshShaders(buffer, draw, color_output_mask, state);
uint32_t mrt_mask = 0;
if (state.ps_active) {
for (const auto& output: state.ps_input_info.stage.program->info.outputs) {
@@ -890,6 +899,7 @@ bool RenderExecutor::PrepareDrawRenderState(CommandBuffer& buffer, const DrawCal
}
}
}
mrt_mask &= color_output_mask;
if (draw.IsIndexed()) {
LogDrawPhase(draw.Name(), "ResolveRenderColorTarget");
}