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shader: bind dispatch spans while keeping GPU record counts native
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
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@@ -306,7 +306,10 @@ void RenderExecutor::DispatchDirect(uint64_t submit_id, CommandBuffer& buffer,
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std::copy(std::begin(input_info.dispatch_threads_num), std::end(input_info.dispatch_threads_num),
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bindings.shader_data.begin() + program.bindings.dispatch_thread_dword);
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}
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FindBuffers(bindings);
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const auto dispatch_threads_x = use_thread_dimensions
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? uint64_t{input_info.dispatch_threads_num[0]}
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: uint64_t{thread_group_x} * input_info.threads_num[0];
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FindBuffers(bindings, dispatch_threads_x, input_info.threads_num[0]);
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if (program.info.uses_dma) {
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m_context.PrepareBda();
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}
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