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shader: materialize image keys from proven GPU bitmap subsets
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@@ -507,6 +507,8 @@ struct DescriptorSource {
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uint32_t source = UINT32_MAX;
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uint32_t stride = 0;
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uint32_t offset = 0;
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// Four DWORD bitmap words per record; set-bit ranks subtract from the last key.
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bool bitset = false;
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std::vector<std::pair<uint32_t, uint32_t>> byte_ranges;
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bool operator==(const SelectorRead& other) const = default;
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@@ -521,7 +523,7 @@ struct DescriptorSource {
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bool indexed_store = false;
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uint32_t workgroup_axis = UINT32_MAX;
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Value key_count;
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// First selector index, or first descriptor key when no selector is present.
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// First selector index, or first descriptor key for a direct or bitmap range.
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Value selector_first;
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Value selector_mask;
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std::vector<uint32_t> sources;
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