shader: bind bounded GPU-selected buffer store destinations

Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
This commit is contained in:
nmzik
2026-10-03 23:04:51 +04:00
parent db17585277
commit 429d0af62b
15 changed files with 784 additions and 211 deletions
@@ -408,6 +408,8 @@ struct MemoryResourceAccess {
spv::MemoryAccessMask memory_access = spv::MemoryAccessMaskNone;
};
uint32_t EmitIndirectResourceIndex(EmitterState& state, uint32_t key, uint32_t mapping_offset,
uint32_t search_iterations, uint32_t default_resource);
MemoryResourceAccess PrepareMemoryResourceAccess(EmitterState& state, const IR::MemoryInfo& mem);
MemoryResourceAccess PrepareStorageBufferResourceAccess(EmitterState& state,