shader: initialize EXEC from requested dispatch thread extents

Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
Co-authored-by: Mac <me@itsmemac.com>
This commit is contained in:
committed 2026-10-04 18:39:34 +04:00
1 parent f58014ff0e
commit e4aca7a60b
9 files changed
+147 -12

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@@ -302,6 +302,10 @@ void RenderExecutor::DispatchDirect(uint64_t submit_id, CommandBuffer& buffer,
m_context.GetPipelineCache().GetComputePipeline(input_info, compute_program);
auto& bindings = m_compute_bindings;
PrepareBindings(input_info.stage, bindings);
if (program.bindings.dispatch_thread_dword != ShaderRecompiler::IR::PushData::NoStart) {
std::copy(std::begin(input_info.dispatch_threads_num), std::end(input_info.dispatch_threads_num),
bindings.shader_data.begin() + program.bindings.dispatch_thread_dword);
}
FindBuffers(bindings);
if (program.info.uses_dma) {
m_context.PrepareBda();