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shader: rework resource specialization and optimize pipeline caching
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@@ -464,6 +464,16 @@ private:
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DescriptorSource descriptor;
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MakeSource(*handle, width, sampler, sample_adjust, descriptor, pc);
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uint32_t bad_dword = 0;
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if (expected == ValueOpcode::GetImageResource) {
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for (; bad_dword < descriptor.dword_count; bad_dword++) {
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const auto* value = descriptor.dwords[bad_dword].Resolve().TryInstruction();
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if (value != nullptr && value->GetOpcode() == ValueOpcode::ReadConstBuffer) {
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Fail(pc, fmt::format("{} dword {} is not a valid runtime value",
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ValueOpcodeName(expected), bad_dword));
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}
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}
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bad_dword = 0;
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}
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if (!ValidateSource(descriptor, bad_dword)) {
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Fail(pc, fmt::format("{} dword {} is not a valid runtime value",
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ValueOpcodeName(expected), bad_dword));
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