renderer: drop the per-draw scalar-read overlap guard

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nmzik committed 2026-10-30 04:19:05 +01:00
1 parent a5cfdcfd32
commit eb3cb47296
6 files changed
+11 -53

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@@ -2331,6 +2331,10 @@ public:
vertex.shader_data_buffer.offset == 0,
"repeated shader binding preparation allocated or retained stale state");
// Scalar resource reads are captured before the draw, so a stage that writes through
// computed addresses commits alongside them.
vertex_module.info.has_address_writes = true;
pixel_snapshot.specialization_reads = {{0x1000u, 4u}};
const auto pipeline = RenderExecutorTestAccess::CommitBindings(
context.GetRenderExecutor(), scheduler.Current(), vertex, pixel);
Require(name, "shared push data",