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shader: bind dispatch spans while keeping GPU record counts native
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
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@@ -161,7 +161,9 @@ public:
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uint32_t mode);
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void PrepareBindings(const ShaderStageRuntime& runtime, PreparedBindings& prepared);
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void FindBuffers(PreparedBindings& bindings);
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void FindBuffers(PreparedBindings& bindings,
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uint64_t dispatch_threads_x = 0,
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uint32_t group_size_x = 0);
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void RebindBuffers(PreparedBindings& bindings);
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void RebindImages(PreparedBindings& bindings);
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void CommitBindings(CommandBuffer& buffer, vk::PipelineBindPoint pipeline_bind_point,
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