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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spirv |
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. |
||
---|---|---|
.. | ||
spirv |