shader: preserve wave-wide vector-store completion before publication

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nmzik committed 2026-10-04 18:39:34 +04:00
1 parent 42a315f0e4
commit f58014ff0e
16 files changed
+144 -32

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@@ -188,11 +188,11 @@ void EmitVoid(ValueEmitContext&);
inline constexpr auto EmitReference = EmitVoid;
inline constexpr auto EmitReferenceU32 = EmitVoid;
inline constexpr auto EmitControlNop = EmitVoid;
inline constexpr auto EmitWaitcnt = EmitVoid;
inline constexpr auto EmitSendmsg = EmitVoid;
inline constexpr auto EmitTtraceData = EmitVoid;
inline constexpr auto EmitInstPrefetch = EmitVoid;
void EmitBarrier(EmitterState& state);
void EmitStoreCompletion(EmitterState& state);
void EmitMeshAllocate(ValueEmitContext& ctx, const IR::Inst& inst);
uint32_t EmitMeshDrawParameter(ValueEmitContext& ctx, const IR::Inst& inst);
uint32_t EmitGetTessellationAttribute(ValueEmitContext& ctx, const IR::Inst& inst);