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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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@@ -43,6 +43,10 @@ struct ResourceSpecialization {
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// its values and is independent of the translated shader CFG.
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ResourcePlan ExtractResourcePlan(const Program& program);
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// Nonnegative constant/local/workgroup coefficients under the instruction's active guard.
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std::optional<std::array<uint64_t, 3>> AffineIndex(Value value, uint32_t axis, Value guard,
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uint32_t depth = 0);
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// Refreshes cached resources and specialization in place. A failed refresh must not be used.
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bool MaterializeResources(const ResourcePlan& program, const SrtRuntime& runtime,
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ResourceSnapshot& snapshot, ResourceSpecialization& specialization);
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