shader: bind dispatch spans while keeping GPU record counts native

Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
This commit is contained in:
nmzikandTheCruZ committed 2026-10-04 18:39:34 +04:00
1 parent cd9fc6ff2d
commit 8b05b6730e
11 files changed
+207 -16

No files matched your search

+3 -1
View File
@@ -161,7 +161,9 @@ public:
uint32_t mode);
void PrepareBindings(const ShaderStageRuntime& runtime, PreparedBindings& prepared);
void FindBuffers(PreparedBindings& bindings);
void FindBuffers(PreparedBindings& bindings,
uint64_t dispatch_threads_x = 0,
uint32_t group_size_x = 0);
void RebindBuffers(PreparedBindings& bindings);
void RebindImages(PreparedBindings& bindings);
void CommitBindings(CommandBuffer& buffer, vk::PipelineBindPoint pipeline_bind_point,