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graphics: size compute LDS from shader state
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@@ -846,7 +846,11 @@ struct TestCase {
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std::vector<u32> expected_storage_image_r32ui;
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std::vector<std::string> required_spirv;
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std::vector<std::string> forbidden_spirv;
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ShaderComputeInputInfo compute_info{};
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ShaderComputeInputInfo compute_info = [] {
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ShaderComputeInputInfo info{};
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info.lds_size_dwords = 1024;
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return info;
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}();
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bool has_compute_info = false;
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u32 dispatch_x = 1;
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u32 dispatch_y = 1;
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@@ -1061,8 +1065,7 @@ CompiledShader CompileCase(const TestCase &test) {
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ShaderRecompiler::CompileOptions options;
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options.stage = ShaderType::Compute;
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options.dump_ir = true;
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options.compute_input_info =
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test.has_compute_info ? &test.compute_info : nullptr;
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options.compute_input_info = &test.compute_info;
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options.user_data = user_data.data();
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options.read_memory = ReadTestMemory;
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options.read_memory_data = const_cast<std::vector<u32> *>(&test.initial);
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