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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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@@ -81,7 +81,8 @@ bool EquivalentValue(const ResourcePlan& program, Value left, Value right,
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program.memory_info[li] != program.memory_info[ri]) {
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return false;
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}
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} else if (lhs->Flags<uint64_t>() != rhs->Flags<uint64_t>()) {
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} else if (lhs->GetOpcode() != ValueOpcode::ReadConst &&
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lhs->Flags<uint64_t>() != rhs->Flags<uint64_t>()) {
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return false;
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}
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for (size_t index = 0; index < lhs->NumArgs(); index++) {
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