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shader: use native narrow storage for byte-aligned PS5 buffers
Co-authored-by: MehmetCambaz <mcambaz18@gmail.com>
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@@ -231,6 +231,9 @@ Emitter::SpirvRequirements Emitter::AnalyzeProgramRequirements(const IR::Program
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if (memory.resource >= program.info.buffers.size()) {
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Fail(program, "buffer operation has invalid resource metadata");
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}
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const auto bits = StorageBufferElementBits(program, memory);
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requirements.buffer_u8 |= bits == 8u;
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requirements.buffer_u16 |= bits == 16u;
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if ((program.info.buffers[memory.resource].packed_stride & (1u << 20u)) != 0u) {
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if (program.stage != ShaderType::Compute) {
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Fail(program, "buffer ADD_TID is only valid for compute shaders");
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