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shader: bind bounded GPU-selected buffer store destinations
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
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@@ -13,6 +13,9 @@ struct ResourceSpecialization {
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Prospero::BufferFormat descriptor_format = Prospero::BufferFormat::kInvalid;
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uint32_t descriptor_swizzle = DstSel(4, 5, 6, 7);
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bool zero_stride_oob = false;
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uint32_t indirect_root = BufferResource::NoIndirectBuffer;
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uint32_t indirect_mapping_offset = 0;
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uint32_t indirect_search_iterations = 0;
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bool operator==(const Buffer&) const = default;
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};
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