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chain: NVN2 image handles from a register, c2's table and memory (image pool) - #2616
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…99c) The bindless forms of the formatted surface load and store: the handle in Rc, as Maxwell's SULD.D.B / SUST.D.B, which BindlessElimination resolves. The Duskbloods' compute shaders use them 724 times in 227 shaders (all formatted, a channel mask at 72..76, 40..59 zero); with them its 1,957 shaders translate, and 131 accesses in 33 shaders are still dropped where the handle cannot be traced. Not in this commit: the native translator rebuilt from this source, dmsh_chain.lock and dmsh_chain.h (the native build here links Homebrew OpenSSL and brotli, unlike the committed binary; tested with a managed build of the translator).
…lot arrays, element k = image slot k (tex_dyn_slots)
…indexes an image pool by its ID, so The Duskbloods' fog volume is written
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NVN2 image handles the translator couldn't trace, found on The Duskbloods network test:
tex_dyn_slots, as for textures).GXFogVolume_*, reads its 3D image handle from storage buffer 0) can't be a slot array, because the index is the image ID itself. It now indexes an image pool by ID: a new reflection kind,img_pool, gets a table filled by the replay with the bound images (the write sink elsewhere). Without it the fog volume was never written and the world drew black behind the HUD. Covered bytest_dmsh_pool_arrays.py.dmsh_xlaterebuilt (native tools, arm64 + x86_64), with the lock and the chain header.