shader: bind bounded GPU-selected buffer store destinations

Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
This commit is contained in:
nmzikandAli Almohaya committed 2026-10-04 18:39:34 +04:00
1 parent db17585277
commit 429d0af62b
15 files changed
+784 -211

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@@ -408,6 +408,8 @@ struct MemoryResourceAccess {
spv::MemoryAccessMask memory_access = spv::MemoryAccessMaskNone;
};
uint32_t EmitIndirectResourceIndex(EmitterState& state, uint32_t key, uint32_t mapping_offset,
uint32_t search_iterations, uint32_t default_resource);
MemoryResourceAccess PrepareMemoryResourceAccess(EmitterState& state, const IR::MemoryInfo& mem);
MemoryResourceAccess PrepareStorageBufferResourceAccess(EmitterState& state,