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shader: support signed sampled images
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@@ -236,8 +236,8 @@ void RenderExecutor::DispatchDirect(uint64_t submit_id, CommandBuffer& buffer,
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}
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const auto sampled_images = std::count_if(
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program.info.images.begin(), program.info.images.end(), [](const auto& image) {
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return image.kind == ShaderRecompiler::IR::ResourceKind::Image ||
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image.kind == ShaderRecompiler::IR::ResourceKind::ImageUint;
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return ShaderRecompiler::IR::ImageResourceKindMatches(
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image.kind, ShaderRecompiler::IR::ImageResourceClass::Sampled);
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});
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const bool has_sampler = !program.info.samplers.empty();
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static std::atomic<uint32_t> dispatch_log_count {0};
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@@ -265,8 +265,8 @@ void RenderExecutor::DispatchDirect(uint64_t submit_id, CommandBuffer& buffer,
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LOGF(" CS texture[%u]: source=%u usage=%s sampled=%s addr=0x%010" PRIx64
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" type=%u fmt=%u extent=%ux%u depth=%u levels=%u tile=%u\n",
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i, image.source, image.written ? "read-write" : "read-only",
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(image.kind == ShaderRecompiler::IR::ResourceKind::Image ||
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image.kind == ShaderRecompiler::IR::ResourceKind::ImageUint)
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ShaderRecompiler::IR::ImageResourceKindMatches(
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image.kind, ShaderRecompiler::IR::ImageResourceClass::Sampled)
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? "true"
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: "false",
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r.Base40(), static_cast<uint32_t>(r.Type()), static_cast<uint32_t>(r.Format()),
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