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graphics: keep bounded image heaps resident in a bindless descriptor set
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@@ -31,6 +31,7 @@ struct ResourceSpecialization {
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uint32_t indirect_search_iterations = 0;
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bool cube = false;
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bool fmask = false;
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bool heap = false;
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bool operator==(const Image&) const = default;
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};
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@@ -59,6 +60,13 @@ bool MaterializeResources(const ResourcePlan& program, const SrtRuntime& runtime
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// Applies an already-derived specialization to native IR before layout and emission.
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void ApplyResourceSpecialization(Program& program, const ResourceSpecialization& specialization);
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// Kind of an image heap entry as root sees it, or 0 (and a zeroed value) when root reads it as
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// null. Entries of one kind specialize identically.
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uint32_t ImageHeapKind(const ImageResource& root, DescriptorValue& value);
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// The sampled resource that root resolves entries of kind as; kind 0 gives the identity of
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// root's view of a heap.
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ImageResource ImageHeapResource(const ImageResource& root, uint32_t kind);
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} // namespace Libs::Graphics::ShaderRecompiler::IR
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#endif /* EMULATOR_INCLUDE_EMULATOR_GRAPHICS_SHADER_RECOMPILER_RESOURCEMATERIALIZATION_H_ */
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