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shader: retain bounded scalar material image selectors
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@@ -366,20 +366,22 @@ bool MaterializeIndirectDescriptor(const ResourcePlan& p
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} else if (!indirect.selector_first.IsEmpty()) {
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ShaderBufferResource material;
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uint32_t first = 0, count = 0;
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if (!DecodeBufferDescriptor(material_value, material) || material.Type() != 0u ||
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material.SwizzleEnabled() ||
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material.AddTid() || material.OutOfBounds() != 0u ||
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uint64_t {selector->offset} + 4u > material.Stride() ||
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if (!DecodeBufferDescriptor(material_value, material) ||
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!clean.Evaluate(indirect.selector_first, first) ||
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!clean.Evaluate(indirect.key_count, count) || count > MaxIndirectDescriptorProbes ||
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uint64_t {first} + count > material.NumRecords())
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!clean.Evaluate(indirect.key_count, count) || count > MaxIndirectDescriptorProbes)
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return false;
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if (count != 0u && (uint64_t {first} + count - 1u) * material.Stride() +
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selector->offset + 4u >
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uint64_t {UINT32_MAX} + 1u)
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// SMEM uses its instruction's byte stride; V# stride only supplies its bounds.
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const auto step = selector->stride != 0u ? selector->stride : material.Stride();
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if (selector->stride == 0u &&
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(material.Type() != 0u || material.SwizzleEnabled() || material.AddTid() ||
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material.OutOfBounds() != 0u || uint64_t {selector->offset} + 4u > step ||
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uint64_t {first} + count > material.NumRecords())) return false;
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const auto end = count != 0u
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? (uint64_t {first} + count - 1u) * step + selector->offset + 4u : 0u;
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if (end > uint64_t {UINT32_MAX} + 1u || end > material.GetSize())
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return false;
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if (!read_keys(material, uint64_t {first} * step + selector->offset, step, count))
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return false;
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if (!read_keys(material, uint64_t {first} * material.Stride() + selector->offset,
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material.Stride(), count)) return false;
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} else if (!indirect.selector_mask.IsEmpty()) {
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uint32_t mask = 0;
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uint32_t count = 0;
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