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shader: DPP8 moves
Co-authored-by: foufouadi <attar.foued@gmail.com> Co-authored-by: fxpw <fxpw@outlook.com>
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@@ -138,7 +138,7 @@ uint32_t EmitDppWriteCondition(ValueEmitContext& ctx, const IR::DppMoveFlags& fl
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state.builder.AddFunction(spv::OpLogicalAnd, TypeBool(state), masks_ok, bank_ok, row_ok);
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uint32_t writable = masks_ok;
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if (!flags.bound_control) {
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const auto target = EmitDppTargetLane(state, flags.control);
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const auto target = EmitDppTargetLane(state, flags);
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const auto bounded = state.builder.AllocateId();
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state.builder.AddFunction(spv::OpLogicalAnd, TypeBool(state), bounded, writable,
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target.valid);
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@@ -611,7 +611,7 @@ uint32_t EmitUndefU1(EmitterState& state, const IR::Inst& inst) {
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uint32_t EmitDppMoveU32(ValueEmitContext& ctx, const IR::Inst& inst) {
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auto& state = ctx.state;
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const auto flags = inst.Flags<IR::DppMoveFlags>();
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const auto target = EmitDppTargetLane(state, flags.control);
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const auto target = EmitDppTargetLane(state, flags);
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const auto shuffled = ctx.Shuffle(inst, 0, target.lane);
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if (flags.fetch_inactive) {
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return shuffled;
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