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graphics: size compute LDS from shader state
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@@ -91,6 +91,7 @@ struct ShaderVertexInputInfo {
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struct ShaderComputeInputInfo {
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uint32_t threads_num[3] = {0, 0, 0};
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uint32_t dispatch_threads_num[3] = {0, 0, 0};
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uint32_t lds_size_dwords = 0;
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bool group_id[3] = {false, false, false};
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bool dispatch_thread_dimensions = false;
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uint32_t wave_size = 64;
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