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graphics: derive compute wave size from dispatch mode
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@@ -18780,14 +18780,14 @@ void CheckPs5GameExampleImageClearRuntimeShape() {
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compute.dispatch_threads_num[2] = 1;
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compute.group_id[0] = true;
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compute.dispatch_thread_dimensions = true;
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compute.wave_size = 32;
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compute.wave_size = 64;
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compute.thread_ids_num = 1;
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compute.workgroup_register = 8;
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const auto Compile = [&](const char *stage, const std::vector<u32> &code) {
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ShaderRecompiler::CompileOptions options;
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options.stage = ShaderType::Compute;
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options.wave_size = 32;
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options.wave_size = 64;
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options.user_data_base = 0;
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options.user_data_count = static_cast<u32>(user_data.size());
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options.user_data = user_data.data();
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