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shader: initialize local vertex count from active lanes
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143f640706
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@@ -19358,6 +19358,74 @@ public:
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registers.SetShaderStages(saved_stages);
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shaders.SetEsShaderBase(vertex_address);
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// Local shaders rebuild EXEC from the low-byte vertex count in s3.
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// Bound the waterfall and collapse incomplete geometry without hanging the GPU.
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const auto local_waterfall = [&] {
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std::vector<u32> code{
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EncodeSop2(0x1e, 106, 3, InlineU32(16)),
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EncodeSop2(0x29, 126, 193, 106),
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EncodeSop1(0x04, 10, 126), EncodeSop1(0x04, 12, 126),
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EncodeSop1(0x03, 20, InlineU32(0)),
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EncodeVop2(0x1b, 8, InlineU32(3), 2)};
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const auto loop = code.size();
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code.insert(code.end(), {
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EncodeVop1(0x02, 16, Vgpr(8)), EncodeVopc(0xd2, 16, 8),
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EncodeSop2(0x15, 12, 12, 126), EncodeSop1(0x04, 126, 12)});
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const auto complete = code.size();
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code.push_back(0);
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code.push_back(EncodeSop2(0x00, 20, 20, InlineU32(1)));
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code.push_back(EncodeSopc(0x0a, 20, InlineU32(4)));
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code.push_back(EncodeSopp(0x05, static_cast<int16_t>(loop - code.size() - 1u)));
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code[complete] = EncodeSopp(0x04, static_cast<int16_t>(code.size() - complete - 1u));
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AppendSMovLiteral(&code, 21, 0x3f800000u);
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code.insert(code.end(), {
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EncodeSop2(0x10, 16, 12, 13),
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EncodeSop2(0x0a, 20, InlineU32(0), 21),
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EncodeSop1(0x04, 126, 10), EncodeVop1(0x01, 9, 20),
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EncodeVop1(0x01, 5, Vgpr(2))});
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const auto base = code.size();
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code.insert(code.end(), native_vertex.begin(), native_vertex.end());
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const auto position = std::find(code.begin() + base, code.end(), EncodeExp0(0x0c, 0xf));
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code.insert(position, {EncodeVop2(0x08, 3, Vgpr(9), 3),
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EncodeVop2(0x08, 4, Vgpr(9), 4)});
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code.back() = EncodeSop1(0x20, 0, 6);
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return code;
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}();
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const auto saved_vertex = vertex;
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for (const u32 wave : {32u, 64u}) {
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ShaderVertexInputInfo local_info{};
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local_info.logical_stage = ShaderType::Local;
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local_info.wave_size = wave;
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ShaderRecompiler::CompileOptions options;
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options.stage = ShaderType::Local;
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options.wave_size = wave;
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options.input_info.vertex = &local_info;
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auto translated = ShaderRecompiler::TranslateProgram(local_waterfall, options);
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auto compiled = ShaderRecompiler::CompileProgram(std::move(translated), options, {});
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ValidateSpirv(name, compiled.spirv);
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ShaderModule local_module{
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.id = 0x4c53000000000000ull | wave,
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.module = CreateShaderModule(name, compiled.spirv),
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.info = std::move(compiled.program).TakeCompiledInfo()};
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ShaderRecompiler::IR::ResourceSnapshot local_resources;
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local_info.stage = {&local_module, &local_resources};
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vertex = local_info;
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Require(name, "native local waterfall stage",
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local_module.info.stage == ShaderType::Local &&
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local_module.info.wave_size == wave,
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"local waterfall lost its native stage or guest wave width");
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for (const u32 count : {3u, 6u, 33u, 96u}) {
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draw(pipeline(true, 2, 2), count);
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const auto pixels = read_color();
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for (size_t component = 0; component < pixels.size(); ++component)
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Require(name, "local partial-wave waterfall completion",
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pixels[component] == (component % 4 == 3 ? 0x3f800000u : 0x3e800000u),
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"local waterfall retained unprocessed lanes after its iteration bound");
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}
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m_device.destroyShaderModule(local_module.module);
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}
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vertex = saved_vertex;
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// Reversed RGBA targets must use logical Sa for RGB, with a separate
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// zero or unit source factor for separate alpha attenuation or accumulation.
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static const auto blend_pixel = [] {
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