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gpu: preserve zero-stride buffer fetch payloads
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@@ -740,6 +740,12 @@ void RenderExecutor::FindBuffers(std::span<PreparedBindings* const> stages) {
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const auto descriptor = DecodeNativeDescriptor<ShaderBufferResource>(snapshot.buffers[resource]);
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const auto address = descriptor.Base48();
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auto size = descriptor.GetSize();
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if (size != 0 && descriptor.Stride() == 0 && descriptor.OutOfBounds() == 2 &&
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!metadata.scalar) {
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// OOB_SELECT=2 only tests NumRecords != 0; a zero-stride fetch
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// still needs its full payload when NumRecords is smaller than it.
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size = std::max(size, uint64_t {metadata.max_byte_extent});
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}
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if (address == 0 || size == 0) {
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source = {};
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continue;
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