GLSL/SPV: Implement SPV_EXT_descriptor_indexing and GL_EXT_nonuniform_qualifier
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@@ -2331,7 +2331,7 @@ void Builder::accessChainStore(Id rvalue)
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}
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// Comments in header
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Id Builder::accessChainLoad(Decoration precision, Id resultType)
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Id Builder::accessChainLoad(Decoration precision, Decoration nonUniform, Id resultType)
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{
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Id id;
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@@ -2377,6 +2377,7 @@ Id Builder::accessChainLoad(Decoration precision, Id resultType)
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// load through the access chain
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id = createLoad(collapseAccessChain());
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setPrecision(id, precision);
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addDecoration(id, nonUniform);
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}
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// Done, unless there are swizzles to do
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@@ -2397,6 +2398,7 @@ Id Builder::accessChainLoad(Decoration precision, Id resultType)
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if (accessChain.component != NoResult)
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id = setPrecision(createVectorExtractDynamic(id, resultType, accessChain.component), precision);
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addDecoration(id, nonUniform);
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return id;
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}
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