shader: keep GPU-derived scalar resource reads on the GPU

Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
This commit is contained in:
committed 2026-10-04 18:39:34 +04:00
1 parent f18679e0cd
commit b4d32394b6
7 files changed
+169 -21

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@@ -399,7 +399,8 @@ void ValidateProgram(const Program& program, bool require_ssa) {
ValueOpcodeName(inst.GetOpcode())));
}
const auto& memory = program.memory_info[memory_index];
if (memory.kind != ResourceKind::ScalarBuffer) {
if (memory.kind != ResourceKind::ScalarBuffer &&
memory.kind != ResourceKind::IndirectBuffer) {
return Fail(fmt::format("{} has an invalid scalar-memory resource kind",
ValueOpcodeName(inst.GetOpcode())));
}
@@ -457,7 +458,7 @@ void ValidateProgram(const Program& program, bool require_ssa) {
}
if (memory.kind == ResourceKind::IndirectBuffer &&
!memory.SupportsIndirectBufferLoad(inst.GetOpcode())) {
return Fail("indirect buffer requires a raw DWORD x2/x3/x4 load");
return Fail("indirect buffer requires a scalar or raw DWORD x2/x3/x4 load");
}
if (buffer_components > 1u &&
(!vector_buffer || memory.data_bits != 32u ||