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shader: map debug SPIR-V blocks to native RDNA2 PCs
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@@ -160,6 +160,14 @@ void Builder::AddEntryPoint(spv::ExecutionModel execution_model, uint32_t entry_
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AppendInstruction(m_entry_points, spv::OpEntryPoint, operands);
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}
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uint32_t Builder::AddString(const char* text) {
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const auto id = AllocateId();
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std::vector<uint32_t> operands = {id};
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AppendString(operands, text);
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AppendInstruction(m_debug, spv::OpString, operands);
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return id;
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}
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void Builder::AddName(uint32_t target, const char* name) {
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std::vector<uint32_t> operands = {target};
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AppendString(operands, name);
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