shader: materialize image keys from proven GPU bitmap subsets

This commit is contained in:
nmzik
2026-10-12 20:44:12 +02:00
parent f01a3750d4
commit 145578ac03
4 changed files with 443 additions and 15 deletions
+3 -1
View File
@@ -507,6 +507,8 @@ struct DescriptorSource {
uint32_t source = UINT32_MAX;
uint32_t stride = 0;
uint32_t offset = 0;
// Four DWORD bitmap words per record; set-bit ranks subtract from the last key.
bool bitset = false;
std::vector<std::pair<uint32_t, uint32_t>> byte_ranges;
bool operator==(const SelectorRead& other) const = default;
@@ -521,7 +523,7 @@ struct DescriptorSource {
bool indexed_store = false;
uint32_t workgroup_axis = UINT32_MAX;
Value key_count;
// First selector index, or first descriptor key when no selector is present.
// First selector index, or first descriptor key for a direct or bitmap range.
Value selector_first;
Value selector_mask;
std::vector<uint32_t> sources;