shader: link multiple compute helpers without synthetic return loops

This commit is contained in:
nmzik
2026-10-18 23:19:53 +02:00
parent b2d3ce6dfc
commit ab8566591f
8 changed files with 363 additions and 109 deletions
@@ -422,7 +422,7 @@ struct PipelineCache::ProgramCache {
auto* current = entry == programs.end() ? &source : entry->second.call_source.get();
ShaderRecompiler::TranslateResult translated;
if (current != nullptr) {
if (current->call) {
if (!current->calls.empty()) {
if (entry == programs.end()) ShaderRecompiler::RefreshShaderSource(*current, runtime);
translated = ShaderRecompiler::TranslateProgram(current->linked->decoded, options);
translated.program.source_reads = current->reads;
@@ -433,7 +433,7 @@ struct PipelineCache::ProgramCache {
translated = ShaderRecompiler::TranslateProgram(params.code, options);
}
if (entry == programs.end()) {
auto retained = source.call ? std::make_unique<ShaderRecompiler::ShaderSource>(std::move(source)) : nullptr;
auto retained = !source.calls.empty() ? std::make_unique<ShaderRecompiler::ShaderSource>(std::move(source)) : nullptr;
entry = programs.try_emplace(lookup_key,
ShaderRecompiler::IR::ExtractResourcePlan(translated.program), std::move(retained)).first;
EXIT_IF(!ShaderRecompiler::IR::MaterializeResources(