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shader: Add NVN storage buffer fallbacks
When we can't track the SSBO origin of a global memory instruction, leave it as a global memory operation and assume these pointers are in the NVN storage buffer slots, then apply a linear search in the shader's runtime.
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@ -55,16 +55,16 @@ Id EmitIAdd32(EmitContext& ctx, IR::Inst* inst, Id a, Id b) {
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return result;
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}
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void EmitIAdd64(EmitContext&) {
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throw NotImplementedException("SPIR-V Instruction");
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Id EmitIAdd64(EmitContext& ctx, Id a, Id b) {
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return ctx.OpIAdd(ctx.U64, a, b);
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}
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Id EmitISub32(EmitContext& ctx, Id a, Id b) {
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return ctx.OpISub(ctx.U32[1], a, b);
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}
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void EmitISub64(EmitContext&) {
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throw NotImplementedException("SPIR-V Instruction");
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Id EmitISub64(EmitContext& ctx, Id a, Id b) {
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return ctx.OpISub(ctx.U64, a, b);
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}
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Id EmitIMul32(EmitContext& ctx, Id a, Id b) {
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