graphics: derive compute wave size from dispatch mode

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Senaxx authored and nmzik committed 2026-08-21 03:32:48 +02:00
1 parent 69156b2f0e
commit a42e3bb09e
7 files changed
+22 -27

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