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