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shader: skip resources in untaken uniform branches
Co-authored-by: GodsWill <GodsWill@users.noreply.github.com> Co-authored-by: Techx3 <56268269+Techx3@users.noreply.github.com>
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@@ -32,11 +32,12 @@ bool EvaluateDescriptorSource(const ResourcePlan& program, uint32_t source,
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bool EvaluateDescriptorSources(const ResourcePlan& program, std::span<const uint32_t> sources,
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const SrtRuntime& runtime, std::vector<DescriptorValue>& results);
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// Evaluates descriptor sources and the flattened immediate SRT with one memoized scalar walk.
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// On failure neither destination is changed.
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// Evaluates potentially reachable descriptor sources and the flattened immediate SRT with one
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// memoized scalar walk. Inactive descriptors are zero; on failure no destination is changed.
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bool EvaluateRuntimeSources(const ResourcePlan& program, std::span<const uint32_t> sources,
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const SrtRuntime& runtime, std::vector<DescriptorValue>& results,
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std::vector<uint32_t>& flat, std::span<const uint8_t> clean_flat_slots);
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std::vector<uint32_t>& flat, std::span<const uint8_t> clean_flat_slots,
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std::vector<uint8_t>& active_sources);
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bool WalkSrt(const ResourcePlan& program, const SrtRuntime& runtime,
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std::vector<uint32_t>& flat);
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