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shader: reuse aligned indirect buffer loads for scalar DWORD reads
Co-authored-by: TheCruZ <thecruzwtf@gmail.com> Co-authored-by: tototomate123 <rushwars201966@gmail.com>
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@@ -458,7 +458,7 @@ void ValidateProgram(const Program& program, bool require_ssa) {
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}
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if (memory.kind == ResourceKind::IndirectBuffer &&
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!memory.SupportsIndirectBufferLoad(inst.GetOpcode())) {
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return Fail("indirect buffer requires a scalar, raw DWORD x2/x3/x4, or formatted X load");
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return Fail("indirect buffer requires a scalar, raw DWORD x1/x2/x3/x4, or formatted X load");
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}
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if (buffer_components > 1u &&
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(!vector_buffer || memory.data_bits != 32u ||
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