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shader: expose wave32 feature guards through ballot mask simplification
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@@ -217,7 +217,7 @@ void LowerTessellationMemory(IR::Program& program, const CompileOptions& options
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2, ActiveAddress(*block, it, it->Arg(2), it->Arg(it->NumArgs() - 1u), resolved));
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}
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}
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ConstantPropagationPass(program.blocks);
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ConstantPropagationPass(program.blocks, program.wave_size);
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uint32_t reads = 0, writes = 0, factors = 0;
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for (auto* block: program.blocks) {
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for (auto it = block->begin(); it != block->end(); ++it) {
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@@ -317,7 +317,7 @@ void LowerTessellationMemory(IR::Program& program, const CompileOptions& options
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inst.Invalidate();
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}
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}
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ConstantPropagationPass(program.blocks);
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ConstantPropagationPass(program.blocks, program.wave_size);
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RemoveIdentities(program.blocks);
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EliminateDeadCode(program.blocks);
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LOGF("%s tessellation lowering: reads=%u writes=%u factors=%u\n",
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