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shader/registry: Store graphics and compute metadata
Store information GLSL forces us to provide but it's dynamic state in hardware (workgroup sizes, primitive topology, shared memory size).
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@ -81,14 +81,11 @@ std::tuple<Node, TrackSampler> ShaderIR::TrackBindlessSampler(Node tracked, cons
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MakeTrackSampler<BindlessSamplerNode>(cbuf->GetIndex(), immediate->GetValue());
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return {tracked, track};
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} else if (const auto operation = std::get_if<OperationNode>(&*offset)) {
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const auto bound_buffer = registry.ObtainBoundBuffer();
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if (!bound_buffer) {
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const u32 bound_buffer = registry.GetBoundBuffer();
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if (bound_buffer != cbuf->GetIndex()) {
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return {};
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}
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if (*bound_buffer != cbuf->GetIndex()) {
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return {};
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}
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auto pair = DecoupleIndirectRead(*operation);
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const auto pair = DecoupleIndirectRead(*operation);
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if (!pair) {
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return {};
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}
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