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shader: fold constant bit reversal before flat stack classification
Co-authored-by: TheCruZ <thecruzwtf@gmail.com> Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
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@@ -3,7 +3,7 @@ TestCase FlatStackApertures(u32 wave_size) {
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test.name = wave_size == 32 ? "FlatStackApertures32" : "FlatStackApertures64";
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auto &code = test.code;
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code = {EncodeSop1(0x04, 8, 237), // private base
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EncodeSop1(0x04, 10, 235), // shared base
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EncodeSop1(0x0b, 11, InlineU32(1)), // S_BREV_B32 shared aperture, as in GTA.
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EncodeVop2(0x1a, 20, InlineU32(2), 0),
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EncodeVop2(0x1b, 22, InlineU32(1), 0),
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EncodeVop2(0x1a, 22, InlineU32(31), 22)};
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@@ -77,6 +77,8 @@ TestCase FlatStackApertures(u32 wave_size) {
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test.compute_info.scratch_size_dwords = wave_size;
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test.compute_info.lds_size_dwords = wave_size;
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test.has_compute_info = true;
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test.decoded_counts = {{"S_BREV_B32", 1}};
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test.ir_counts = {{" = BitReverse32 ", 0}};
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test.forbidden_spirv = {"get_bda_pointer"};
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return test;
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}
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