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shader: bound workgroup selector prefixes from runtime starting indices
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@@ -577,8 +577,9 @@ bool MaterializeIndirectDescriptor(const ResourcePlan& p
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(material.Type() != 0u || material.SwizzleEnabled() || material.AddTid() ||
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material.OutOfBounds() != 0u || uint64_t {selector->offset} + 4u > step ||
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uint64_t {first} + count > material.NumRecords())) return false;
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const auto end = count != 0u
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? (uint64_t {first} + count - 1u) * step + selector->offset + 4u : 0u;
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const auto last = count != 0u ? uint64_t {first} + count - 1u : 0u;
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if (last > UINT32_MAX) return false;
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const auto end = count != 0u ? last * step + selector->offset + 4u : 0u;
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if (end > uint64_t {UINT32_MAX} + 1u ||
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(indirect.workgroup_axis == UINT32_MAX && end > size))
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return false;
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