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shader: emit bounded SPIR-V operands without temporary vectors
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@@ -382,11 +382,11 @@ uint32_t ConstantU64(EmitterState& state, uint64_t value) {
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uint32_t ConstantU32CompositeZero(EmitterState& state, uint32_t components) {
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EXIT_IF(components < 1u || components > 4u);
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const auto zero = ConstantU32(state, 0);
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const auto zero = ConstantU32(state, 0);
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if (components == 1u) return zero;
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std::vector<uint32_t> values(components, zero);
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const std::array values {zero, zero, zero, zero};
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return state.builder.Constant(spv::OpConstantComposite, TypeU32Composite(state, components),
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values);
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std::span(values).first(components));
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}
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uint32_t GlslStd450(EmitterState& state) {
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