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shader: Keep track of shaders using warp instructions
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@ -38,6 +38,9 @@ u32 ShaderIR::DecodeWarp(NodeBlock& bb, u32 pc) {
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const Instruction instr = {program_code[pc]};
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const Instruction instr = {program_code[pc]};
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const auto opcode = OpCode::Decode(instr);
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const auto opcode = OpCode::Decode(instr);
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// Signal the backend that this shader uses warp instructions.
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uses_warps = true;
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switch (opcode->get().GetId()) {
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switch (opcode->get().GetId()) {
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case OpCode::Id::VOTE: {
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case OpCode::Id::VOTE: {
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const Node value = GetPredicate(instr.vote.value, instr.vote.negate_value != 0);
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const Node value = GetPredicate(instr.vote.value, instr.vote.negate_value != 0);
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@ -137,6 +137,10 @@ public:
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return uses_vertex_id;
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return uses_vertex_id;
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}
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}
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bool UsesWarps() const {
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return uses_warps;
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}
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bool HasPhysicalAttributes() const {
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bool HasPhysicalAttributes() const {
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return uses_physical_attributes;
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return uses_physical_attributes;
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}
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}
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@ -415,6 +419,7 @@ private:
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bool uses_physical_attributes{}; // Shader uses AL2P or physical attribute read/writes
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bool uses_physical_attributes{}; // Shader uses AL2P or physical attribute read/writes
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bool uses_instance_id{};
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bool uses_instance_id{};
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bool uses_vertex_id{};
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bool uses_vertex_id{};
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bool uses_warps{};
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Tegra::Shader::Header header;
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Tegra::Shader::Header header;
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};
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};
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