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vulkan/ffv1: use u32vec2 for slice offsets
Simplifies calculations slightly.
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@@ -114,8 +114,8 @@ void main(void)
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{
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const uint slice_idx = gl_WorkGroupID.y*gl_NumWorkGroups.x + gl_WorkGroupID.x;
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u8buf bs = u8buf(slice_data + slice_offsets[2*slice_idx + 0]);
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uint32_t slice_size = slice_offsets[2*slice_idx + 1];
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u8buf bs = u8buf(slice_data + slice_offsets[slice_idx].x);
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uint32_t slice_size = slice_offsets[slice_idx].y;
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rac_init_dec(slice_ctx[slice_idx].c,
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bs, slice_size);
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@@ -697,7 +697,7 @@ static int init_setup_shader(FFV1Context *f, FFVulkanContext *s,
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.type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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.stages = VK_SHADER_STAGE_COMPUTE_BIT,
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.mem_quali = "readonly",
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.buf_content = "uint32_t slice_offsets",
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.buf_content = "u32vec2 slice_offsets",
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.buf_elems = 2*f->max_slice_count,
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},
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{
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