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shader: fix missing homogeneous semantics
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@@ -190,7 +190,8 @@ bool ValidateResourceSpecialization(const Program& program, const ResourceSnapsh
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return false;
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}
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if (buffer.packed_stride != descriptor.PackedStride() ||
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buffer.descriptor_format != descriptor.Format()) {
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buffer.descriptor_format != descriptor.Format() ||
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buffer.descriptor_swizzle != descriptor.DstSelXYZW()) {
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if (error != nullptr) {
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*error = fmt::format("buffer descriptor {} no longer matches specialization", i);
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}
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@@ -392,8 +393,9 @@ bool SpecializeResources(Program& program, const ResourceSnapshot& snapshot, std
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}
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return false;
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}
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next.buffers[i].packed_stride = descriptor.PackedStride();
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next.buffers[i].descriptor_format = descriptor.Format();
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next.buffers[i].packed_stride = descriptor.PackedStride();
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next.buffers[i].descriptor_format = descriptor.Format();
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next.buffers[i].descriptor_swizzle = descriptor.DstSelXYZW();
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}
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for (uint32_t i = 0; i < next.addresses.size(); i++) {
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next.addresses[i].specialized_base =
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