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shader: map debug SPIR-V blocks to native RDNA2 PCs
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c1f6838e40
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10 files changed
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@@ -348,6 +348,7 @@ void EmitDispatcherFunction(ValueEmitContext& ctx, const DispatcherFunctionState
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const auto initial_parent = state.current_label;
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state.builder.AddFunction(spv::OpBranch, dispatcher.header_label);
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state.current_block = nullptr;
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EmitLabel(state, dispatcher.header_label);
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const auto pc = state.builder.AllocateId();
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const auto next_pc = state.builder.AllocateId();
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@@ -383,6 +384,7 @@ void EmitDispatcherFunction(ValueEmitContext& ctx, const DispatcherFunctionState
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next_pc_words.push_back(state.current_label);
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state.builder.AddFunction(spv::OpBranch, dispatcher.after_switch_label);
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}
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state.current_block = nullptr;
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EmitLabel(state, dispatcher.after_switch_label);
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state.builder.AddFunction(next_pc_words);
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state.builder.AddFunction(spv::OpBranch, dispatcher.continue_label);
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@@ -747,6 +749,7 @@ void EmitProgram(EmitterState& state) {
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EmitStructuredFunction(ctx);
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}
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state.builder.AddFunction(spv::OpFunctionEnd);
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state.current_block = nullptr;
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if (state.program.stage == ShaderType::Mesh) {
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EmitMeshEntryPoint(state);
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}
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