graphics: derive compute wave size from dispatch mode

This commit is contained in:
Senaxx
2026-08-19 19:41:18 +02:00
committed by nmzik
parent 69156b2f0e
commit a42e3bb09e
7 changed files with 22 additions and 27 deletions
+2 -2
View File
@@ -18780,14 +18780,14 @@ void CheckPs5GameExampleImageClearRuntimeShape() {
compute.dispatch_threads_num[2] = 1;
compute.group_id[0] = true;
compute.dispatch_thread_dimensions = true;
compute.wave_size = 32;
compute.wave_size = 64;
compute.thread_ids_num = 1;
compute.workgroup_register = 8;
const auto Compile = [&](const char *stage, const std::vector<u32> &code) {
ShaderRecompiler::CompileOptions options;
options.stage = ShaderType::Compute;
options.wave_size = 32;
options.wave_size = 64;
options.user_data_base = 0;
options.user_data_count = static_cast<u32>(user_data.size());
options.user_data = user_data.data();