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shader: emit dynamic sample offsets with the enabled maintenance8 feature
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@@ -197,7 +197,7 @@ void ValidateNativeProgram(const IR::Program& program, bool lds_storage) {
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} // namespace
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std::vector<uint32_t> EmitProgram(IR::Program& program, ShaderStageInputInfo input_info,
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uint32_t push_data_start_dword) {
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uint32_t push_data_start_dword, bool maintenance8_enabled) {
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using namespace Emitter;
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if (program.stage != ShaderType::Compute && program.stage != ShaderType::Vertex &&
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@@ -215,7 +215,7 @@ std::vector<uint32_t> EmitProgram(IR::Program& program, ShaderStageInputInfo inp
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}
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IR::ValidateProgram(program, true);
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program.bindings = {.push_data_start_dword = push_data_start_dword};
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EmitterState state(program, input_info);
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EmitterState state(program, input_info, maintenance8_enabled);
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const auto* workgroup = ShaderWorkgroupInput(program.stage, input_info);
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state.lane_count =
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workgroup != nullptr && program.wave_size == 64u && workgroup->host_subgroup_size == 32u
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