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
@@ -97,30 +97,6 @@ void EmitReturn(ValueEmitContext& ctx) {
ctx.state.builder.AddFunction(spv::OpReturn);
}
uint32_t BranchCondition(ValueEmitContext& ctx, const IR::BlockInfo& info) {
// Scalar-instruction conditions already test the full wave's raw register values.
if (ctx.other_half == nullptr ||
info.terminator.condition == CFG::BranchCondition::ScalarInstruction ||
info.terminator.condition == CFG::BranchCondition::GotoVariable) {
return ctx.Def(info.condition);
}
const auto ballot = ctx.Ballot(info.condition);
const auto low = ctx.state.builder.AllocateId();
const auto high = ctx.state.builder.AllocateId();
const auto result = ctx.state.builder.AllocateId();
ctx.state.builder.AddFunction(spv::OpCompositeExtract, TypeU32(ctx.state), low, ballot, 0);
ctx.state.builder.AddFunction(spv::OpCompositeExtract, TypeU32(ctx.state), high, ballot, 1);
const auto kind = info.terminator.condition;
const bool zero = kind == CFG::BranchCondition::ExecZero ||
kind == CFG::BranchCondition::VccZero ||
kind == CFG::BranchCondition::SccZero;
const auto combined =
EmitBinaryU32(ctx.state, zero ? spv::OpBitwiseAnd : spv::OpBitwiseOr, low, high);
ctx.state.builder.AddFunction(zero ? spv::OpIEqual : spv::OpINotEqual, TypeBool(ctx.state),
result, combined, ConstantU32(ctx.state, zero ? ~0u : 0u));
return result;
}
void EmitStructuredTerminator(ValueEmitContext& ctx, const IR::Block* block,
const IR::BlockInfo& info) {
const auto& program = ctx.state.program;
@@ -160,7 +136,7 @@ void EmitStructuredTerminator(ValueEmitContext& ctx, const IR::Block* block,
EmitReturn(ctx);
return;
}
const auto condition = BranchCondition(ctx, info);
const auto condition = ctx.Def(info.condition);
emit_merge();
ctx.state.builder.AddFunction(spv::OpBranchConditional, condition,
ctx.Label(true_block), ctx.Label(false_block));
@@ -193,7 +169,7 @@ uint32_t EmitDispatcherNextPc(ValueEmitContext& ctx, const DispatcherFunctionSta
EmitDispatcherTarget(ctx, dispatcher, block, term.false_block);
const auto selected = ctx.state.builder.AllocateId();
ctx.state.builder.AddFunction(
spv::OpSelect, TypeU32(ctx.state), selected, BranchCondition(ctx, info),
spv::OpSelect, TypeU32(ctx.state), selected, ctx.Def(info.condition),
ConstantU32(ctx.state, term.true_block), ConstantU32(ctx.state, term.false_block));
return selected;
}