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Fix HITMAN 3 boot, layered presentation, and socket imports (#851)
* videoout: synchronize layered flips with premultiplied composition * shader: support unsigned FFBH subword sources * shader: apply cube-face result scaling * shader: prune buffer reads proven out of bounds * net: implement send and receive exports with shared socket handling --------- Co-authored-by: nmzik <Nmzik@mail.ru>
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@@ -86,7 +86,11 @@ ShaderRecompiler::CompileOptions MakeCompileOptions(ShaderType stage) {
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static const ShaderVertexInputInfo vertex{};
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static const ShaderPixelInputInfo pixel{};
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static const ShaderComputeInputInfo compute{};
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static const std::array<uint32_t, 64> user_data{};
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static const auto user_data = [] {
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std::array<uint32_t, 64> data{};
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data[3] = 3u << 28u; // Default fixture buffer uses raw offset bounds.
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return data;
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}();
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ShaderRecompiler::CompileOptions options;
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options.stage = stage;
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@@ -6512,6 +6516,7 @@ void TestNewShaderRecompilerNativeWideScalarMemoryIr() {
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void TestNewShaderRecompilerNativeWideBufferIr() {
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const uint32_t shader[] = {
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EncodeSMovB32(83, 255), 3u << 28u, // Raw bounds for the s[80:83] fixture.
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EncodeMubuf0(0x0d, 0),
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EncodeMubuf1(0, 20, 1), // buffer_load_dwordx2 v[0:1]
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EncodeMubuf0(0x1d, 16),
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