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Frame Studio - Gaussian splats (PLY, SPZ v2-v4), PLY vertex colours, panorama skies - Copy, cut, paste and duplicate for objects, splats and world items - Walkable-area rebake moved off the UI thread; viewport one frame sooner; refresh-locked pacing (FS_PACE=timer for the old one) - Fixed: bundle thumbnail use-after-free crash, auto-save deleting environments, saves into scratch copies, edits lost on non-ASCII paths, unopenable manifests with inf/nan, bundle save data loss, opening a home marking it changed, gizmo NaN, long paths, many malformed-file crashes - Updater verifies sha256, journals the swap and never leaves the exe missing Frame Home - Seats turn you to face their way - Draw batching (Hand Tutorials up to ~20% less GPU time), cut-out EQUAL pass, late head-pose read before submit - Proper queue-family hand-over to the compositor layer; layer descriptor generations and seqlocked slots; structural SPIR-V check - Fixed: hangs/crashes on damaged .fenv files and shaders, render-pass validation error, sync hazard in the foveation smoothing pass, unverified update downloads, half-done installs Tests: tests_loco/env_share/spv_check wired into CMake (FRAME_TESTS) and CI. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VsaXGU27gsrXjDoFtyFJP9
63 lines
2.0 KiB
C++
63 lines
2.0 KiB
C++
// Copyright (c) 2017 Google Inc.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "source/opt/redundancy_elimination.h"
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#include "source/opt/value_number_table.h"
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namespace spvtools {
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namespace opt {
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Pass::Status RedundancyEliminationPass::Process() {
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bool modified = false;
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ValueNumberTable vnTable(context());
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for (auto& func : *get_module()) {
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if (func.IsDeclaration()) {
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continue;
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}
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// Build the dominator tree for this function. It is how the code is
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// traversed.
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DominatorTree& dom_tree =
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context()->GetDominatorAnalysis(&func)->GetDomTree();
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if (EliminateRedundanciesFrom(dom_tree.GetRoot(), vnTable)) {
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modified = true;
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}
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}
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return (modified ? Status::SuccessWithChange : Status::SuccessWithoutChange);
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}
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bool RedundancyEliminationPass::EliminateRedundanciesFrom(
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DominatorTreeNode* bb, const ValueNumberTable& vnTable) {
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struct State {
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DominatorTreeNode* node;
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std::map<uint32_t, uint32_t> value_to_id_map;
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};
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std::vector<State> todo;
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todo.push_back({bb, std::map<uint32_t, uint32_t>()});
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bool modified = false;
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for (size_t next_node = 0; next_node < todo.size(); next_node++) {
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modified |= EliminateRedundanciesInBB(todo[next_node].node->bb_, vnTable,
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&todo[next_node].value_to_id_map);
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for (DominatorTreeNode* child : todo[next_node].node->children_) {
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todo.push_back({child, todo[next_node].value_to_id_map});
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}
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}
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return modified;
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}
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} // namespace opt
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} // namespace spvtools
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