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shader: resolve nested descriptor selector tables with exact scalar offsets
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@@ -485,15 +485,22 @@ struct BlockInfo {
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struct DescriptorSource {
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struct IndirectDescriptor {
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uint32_t material_source = UINT32_MAX;
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struct SelectorRead {
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uint32_t source = UINT32_MAX;
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uint32_t stride = 0;
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uint32_t offset = 0;
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uint32_t immediate = 0;
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uint32_t shift = 0;
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uint32_t bits = UINT32_MAX;
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bool operator==(const SelectorRead& other) const = default;
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};
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std::vector<SelectorRead> selectors;
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uint32_t table_source = 0;
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uint32_t selector_stride = 0;
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uint32_t selector_offset = 0;
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uint32_t table_offset = 0;
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uint32_t table_immediate = 0;
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uint32_t table_stride = 0;
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uint32_t workgroup_axis = UINT32_MAX;
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uint32_t selector_shift = 0;
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uint32_t selector_bits = UINT32_MAX;
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Value key_count;
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Value selector_first;
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Value selector_mask;
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