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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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@@ -106,6 +106,9 @@ struct BufferResource {
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uint32_t source = 0;
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uint32_t first_use_pc = 0;
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uint32_t max_byte_extent = 0;
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// Nonzero proves index = local_x + workgroup_x * dispatch_stride. NUM_RECORDS
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// stays on the GPU; host binding capacity comes from the known dispatch extent.
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uint32_t dispatch_stride = 0;
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uint32_t packed_stride = 0;
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Prospero::BufferFormat descriptor_format = Prospero::BufferFormat::kInvalid;
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uint32_t descriptor_swizzle = DstSel(4, 5, 6, 7);
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