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shader: support indirect BUFFER_LOAD_DWORDX3
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@@ -1206,11 +1206,10 @@ private:
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if (buffer != BufferAccess::None) {
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if (!GetHandle(inst.Arg(0), ValueOpcode::GetBufferResource, 4, flags.pc, handle,
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source)) {
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if (memory.kind != ResourceKind::Buffer || memory.formatted || memory.typed ||
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(op != ValueOpcode::LoadBufferU32x2 && op != ValueOpcode::LoadBufferU32x4)) {
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if (memory.kind != ResourceKind::Buffer || !memory.SupportsIndirectBufferLoad(op)) {
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Fail(flags.pc,
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"buffer descriptor is not a valid runtime value; GPU-selected access "
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"requires a raw DWORD x2/x4 load");
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"requires a raw DWORD x2/x3/x4 load");
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}
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m_program.memory_info[flags.index].kind = ResourceKind::IndirectBuffer;
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m_info.uses_dma = true;
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