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https://github.com/KytyPS5/KytyPS5.git
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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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@@ -203,9 +203,7 @@ uint32_t EmitFlushF32DenormToSignedZero(EmitterState& state, uint32_t value) {
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const auto bits = state.builder.AllocateId();
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const auto abs_bits = state.builder.AllocateId();
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const auto sign_bits = state.builder.AllocateId();
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const auto non_zero = state.builder.AllocateId();
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const auto subnormal = state.builder.AllocateId();
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const auto flush = state.builder.AllocateId();
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const auto selected = state.builder.AllocateId();
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const auto ret = state.builder.AllocateId();
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state.builder.AddFunction(spv::OpBitcast, TypeU32(state), bits, value);
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@@ -213,12 +211,9 @@ uint32_t EmitFlushF32DenormToSignedZero(EmitterState& state, uint32_t value) {
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ConstantU32(state, 0x7fffffffu));
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state.builder.AddFunction(spv::OpBitwiseAnd, TypeU32(state), sign_bits, bits,
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ConstantU32(state, 0x80000000u));
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state.builder.AddFunction(spv::OpINotEqual, TypeBool(state), non_zero, abs_bits,
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ConstantU32(state, 0));
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state.builder.AddFunction(spv::OpULessThan, TypeBool(state), subnormal, abs_bits,
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ConstantU32(state, 0x00800000u));
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state.builder.AddFunction(spv::OpLogicalAnd, TypeBool(state), flush, non_zero, subnormal);
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state.builder.AddFunction(spv::OpSelect, TypeU32(state), selected, flush, sign_bits, bits);
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state.builder.AddFunction(spv::OpSelect, TypeU32(state), selected, subnormal, sign_bits, bits);
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state.builder.AddFunction(spv::OpBitcast, TypeF32(state), ret, selected);
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return ret;
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}
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