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* shader: release descriptor dependencies * shader: simplify shared-exit control flow * shader: fix scalar memory loads * shader: fix LDS counter bounds * renderer: skip inactive pixel shaders * shader: respect FP32 mode in comparisons * renderer: fix sampler border colors * shader: resolve descriptors from control flow * shader: resolve descriptors before resource planning * shader: handle scalar guards for image bounds * shader: handle reduced guards for image loops * shader: fix wave guards and material indices * shader: preserve scalar buffer offset alignment and carry * shader: prove masked loop bounds across iteration transitions * shader: preserve source and IR before resource tracking failures * shader: track material keys selected from active lanes * shader: remove obsolete post-dominator analysis * shader: follow bounds guards through control-flow joins
14 lines
610 B
C++
14 lines
610 B
C++
#ifndef EMULATOR_INCLUDE_EMULATOR_GRAPHICS_SHADER_RECOMPILER_RESOURCETRACKING_H_
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#define EMULATOR_INCLUDE_EMULATOR_GRAPHICS_SHADER_RECOMPILER_RESOURCETRACKING_H_
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#include "graphics/shader/recompiler/ir/ShaderIR.h"
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namespace Libs::Graphics::ShaderRecompiler::IR {
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// Resolves native descriptor sources, plans their scalar reads, and assigns dense resource bindings.
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void TrackResources(Program& program, const Decoder::Program& decoded, const CFG::Graph& native_cfg);
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} // namespace Libs::Graphics::ShaderRecompiler::IR
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#endif /* EMULATOR_INCLUDE_EMULATOR_GRAPHICS_SHADER_RECOMPILER_RESOURCETRACKING_H_ */
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