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shader: bind bounded GPU-selected buffer store destinations
Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
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@@ -675,7 +675,7 @@ void CheckAmprOrdering(Loader::SymbolDatabase &symbols, uint32_t file_id) {
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"initialize AMPR command buffer");
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}
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};
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// SDK WaitCompare order: ==, unsigned >/<, !=, wrapped >=, signed >/<.
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// WaitCompare order: ==, unsigned >/<, !=, wrapped >=, signed >/<.
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struct Comparison { uint8_t compare; uint64_t blocked, reference, released; };
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constexpr std::array comparisons {
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Comparison{0, 1, 2, 2}, Comparison{1, 0x40000000000019c3, 0x40000000000019c3,
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