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shader: preserve workgroup bounds for scalar image descriptor tables
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@@ -1731,7 +1731,7 @@ private:
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indirect.table_immediate = table_immediate;
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indirect.table_immediate = table_immediate;
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indirect.table_stride = table_stride;
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indirect.table_stride = table_stride;
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indirect.workgroup_axis = WorkgroupAxis(key);
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indirect.workgroup_axis = WorkgroupAxis(key);
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if (indirect.workgroup_axis != UINT32_MAX && table_source.dword_count == 2u) {
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if (indirect.workgroup_axis != UINT32_MAX && !plan.table_indexed) {
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// The descriptor also supplies dimensions to shader arithmetic. Keep its reads;
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// The descriptor also supplies dimensions to shader arithmetic. Keep its reads;
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// only the image handle is projected onto the bounded workgroup key.
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// only the image handle is projected onto the bounded workgroup key.
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plan.retain_reads = true;
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plan.retain_reads = true;
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