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shader: bind bounded GPU-selected buffer store destinations
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
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@@ -408,6 +408,8 @@ struct MemoryResourceAccess {
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spv::MemoryAccessMask memory_access = spv::MemoryAccessMaskNone;
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};
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uint32_t EmitIndirectResourceIndex(EmitterState& state, uint32_t key, uint32_t mapping_offset,
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uint32_t search_iterations, uint32_t default_resource);
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MemoryResourceAccess PrepareMemoryResourceAccess(EmitterState& state, const IR::MemoryInfo& mem);
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MemoryResourceAccess PrepareStorageBufferResourceAccess(EmitterState& state,
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