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shader: rework resource specialization and optimize pipeline caching
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@@ -806,7 +806,7 @@ bool EmitValueImage(ValueEmitContext& ctx, const IR::Inst& inst) {
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return true;
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}
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const auto key = ctx.Def(handle->Arg(source->indirect_image->key_arg));
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if (state.flattened_srt_variable == 0 || image.indirect_mapping_capacity == 0u ||
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if (state.flattened_srt_variable == 0 || image.indirect_search_iterations == 0u ||
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image.indirect_resources.size() < 2u) {
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ctx.Fail(inst, "has no indirect image runtime mapping");
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return true;
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@@ -824,7 +824,7 @@ bool EmitValueImage(ValueEmitContext& ctx, const IR::Inst& inst) {
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auto low = ConstantU32(state, 0u);
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auto high = LoadMapping(mapping);
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auto selected = ConstantU32(state, 0u);
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for (uint32_t iteration = 0; iteration < std::bit_width(image.indirect_mapping_capacity);
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for (uint32_t iteration = 0; iteration < image.indirect_search_iterations;
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iteration++) {
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const auto active = Binary(state, OpULessThan, TypeBool(state), low, high);
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const auto mid =
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