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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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@@ -636,6 +636,29 @@ uint32_t EmitDppUpdateU32(ValueEmitContext& ctx, const IR::Inst& inst) {
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ctx.Arg(inst, 1));
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}
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uint32_t EmitConditionRef(ValueEmitContext& ctx, const IR::Inst& inst) {
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if (ctx.other_half == nullptr) return ctx.Arg(inst, 0);
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// A native scalar branch makes one decision for both emulated wave halves.
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if (ctx.half != 0) return ctx.other_half->Def(IR::Value(&inst));
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const auto kind = inst.Flags<CFG::BranchCondition>();
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if (kind == CFG::BranchCondition::ScalarInstruction) return ctx.Arg(inst, 0);
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const auto ballot = ctx.Ballot(inst.Arg(0));
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const auto low = ctx.state.builder.AllocateId();
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const auto high = ctx.state.builder.AllocateId();
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const auto combined = ctx.state.builder.AllocateId();
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const auto result = ctx.state.builder.AllocateId();
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ctx.state.builder.AddFunction(spv::OpCompositeExtract, TypeU32(ctx.state), low, ballot, 0);
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ctx.state.builder.AddFunction(spv::OpCompositeExtract, TypeU32(ctx.state), high, ballot, 1);
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const bool zero = kind == CFG::BranchCondition::ExecZero ||
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kind == CFG::BranchCondition::VccZero || kind == CFG::BranchCondition::SccZero;
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ctx.state.builder.AddFunction(zero ? spv::OpBitwiseAnd : spv::OpBitwiseOr,
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TypeU32(ctx.state), combined, low, high);
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ctx.state.builder.AddFunction(zero ? spv::OpIEqual : spv::OpINotEqual,
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TypeBool(ctx.state), result, combined,
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ConstantU32(ctx.state, zero ? ~0u : 0u));
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return result;
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}
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uint32_t EmitBallot(ValueEmitContext& ctx, IR::Value predicate) {
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return ctx.Ballot(predicate);
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}
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