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shader: bind bounded GPU-selected buffer store destinations
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
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@@ -648,6 +648,11 @@ CompileResult CompileProgram(TranslateResult translated, const CompileOptions& o
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})) {
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continue;
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}
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const auto resource = inst.Flags<uint32_t>();
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first = resource < ir.info.buffers.size() &&
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ir.info.buffers[resource].indirect_root == resource
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? 1u
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: 0u;
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} else if (op == IR::ValueOpcode::GetImageResource) {
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const auto resource = inst.Flags<uint32_t>();
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first = resource < ir.info.images.size() &&
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