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shader: reuse aligned indirect buffer loads for scalar DWORD reads
Co-authored-by: TheCruZ <thecruzwtf@gmail.com> Co-authored-by: tototomate123 <rushwars201966@gmail.com>
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@@ -2113,7 +2113,7 @@ private:
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!memory.SupportsIndirectBufferLoad(op)) {
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Fail(flags.pc,
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"buffer descriptor is not a valid runtime value; GPU-selected access "
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"requires a scalar, raw DWORD x2/x3/x4, or formatted X load");
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"requires a scalar, raw DWORD x1/x2/x3/x4, or formatted X load");
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}
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m_program.memory_info[flags.index].kind = ResourceKind::IndirectBuffer;
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m_info.uses_dma = true;
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