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shader: decode GPU-selected formatted buffer loads with native bounds
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
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@@ -73,9 +73,12 @@ struct MemoryInfo {
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bool planning_only = false;
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[[nodiscard]] bool SupportsIndirectBufferLoad(ValueOpcode opcode) const {
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return !formatted && !typed && data_bits == 32u &&
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(opcode == ValueOpcode::ReadConstBuffer || opcode == ValueOpcode::LoadBufferU32x2 ||
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opcode == ValueOpcode::LoadBufferU32x3 || opcode == ValueOpcode::LoadBufferU32x4);
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return !typed && data_bits == 32u &&
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(formatted ? opcode == ValueOpcode::LoadBufferU32
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: opcode == ValueOpcode::ReadConstBuffer ||
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opcode == ValueOpcode::LoadBufferU32x2 ||
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opcode == ValueOpcode::LoadBufferU32x3 ||
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opcode == ValueOpcode::LoadBufferU32x4);
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}
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bool operator==(const MemoryInfo& other) const = default;
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