shader: emit dynamic sample offsets with the enabled maintenance8 feature

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Ali Almohaya authored and nmzik committed 2026-10-13 21:27:07 +00:00
1 parent 652154aead
commit 460a196fca
11 files changed
+135 -26

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@@ -197,7 +197,7 @@ void ValidateNativeProgram(const IR::Program& program, bool lds_storage) {
} // namespace
std::vector<uint32_t> EmitProgram(IR::Program& program, ShaderStageInputInfo input_info,
uint32_t push_data_start_dword) {
uint32_t push_data_start_dword, bool maintenance8_enabled) {
using namespace Emitter;
if (program.stage != ShaderType::Compute && program.stage != ShaderType::Vertex &&
@@ -215,7 +215,7 @@ std::vector<uint32_t> EmitProgram(IR::Program& program, ShaderStageInputInfo inp
}
IR::ValidateProgram(program, true);
program.bindings = {.push_data_start_dword = push_data_start_dword};
EmitterState state(program, input_info);
EmitterState state(program, input_info, maintenance8_enabled);
const auto* workgroup = ShaderWorkgroupInput(program.stage, input_info);
state.lane_count =
workgroup != nullptr && program.wave_size == 64u && workgroup->host_subgroup_size == 32u