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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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@@ -21,9 +21,6 @@ struct SrtRuntime {
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enum class RuntimeValueType { Any, Integer };
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// Collects reachable ReadConst values. Immediate offsets receive compact flat-buffer slots;
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// dynamic offsets remain explicit and are never assigned a fake slot.
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void BuildSrtPlan(Program& program);
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bool ValidateRuntimeValue(const ResourcePlan& program, Value value,
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RuntimeValueType type = RuntimeValueType::Any);
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// Uses the strict reader for values that affect shader specialization.
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