shader: keep GPU-derived scalar resource reads on the GPU

Co-authored-by: Ali Almohaya <AliAlmohaya@gmail.com>
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
This commit is contained in:
nmzik
2026-10-04 03:18:09 +04:00
parent f18679e0cd
commit b4d32394b6
7 changed files with 169 additions and 21 deletions
+2 -2
View File
@@ -74,8 +74,8 @@ struct MemoryInfo {
[[nodiscard]] bool SupportsIndirectBufferLoad(ValueOpcode opcode) const {
return !formatted && !typed && data_bits == 32u &&
(opcode == ValueOpcode::LoadBufferU32x2 || opcode == ValueOpcode::LoadBufferU32x3 ||
opcode == ValueOpcode::LoadBufferU32x4);
(opcode == ValueOpcode::ReadConstBuffer || opcode == ValueOpcode::LoadBufferU32x2 ||
opcode == ValueOpcode::LoadBufferU32x3 || opcode == ValueOpcode::LoadBufferU32x4);
}
bool operator==(const MemoryInfo& other) const = default;