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

No files matched your search

@@ -198,6 +198,7 @@ uint32_t EmitMeshDrawParameter(ValueEmitContext& ctx, const IR::Ins
uint32_t EmitGetTessellationAttribute(ValueEmitContext& ctx, const IR::Inst& inst);
void EmitSetTessellationAttribute(ValueEmitContext& ctx, const IR::Inst& inst);
uint32_t EmitGetUserData(EmitterState& state, IR::ScalarReg reg);
uint32_t EmitGetDispatchThreadExtent(ValueEmitContext& ctx, const IR::Inst& inst);
uint32_t EmitGetBuiltin(ValueEmitContext& ctx, IR::Value kind, IR::Value index);
uint32_t EmitUndefU1(EmitterState& state, const IR::Inst& inst);
inline constexpr auto EmitUndefU8 = EmitUndefU1;