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shader: expose graphics compute queue fields to GETREG
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@@ -156,9 +156,9 @@ public:
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KYTY_CLASS_NO_COPY(RenderExecutor);
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void DispatchDirect(uint64_t submit_id, CommandBuffer& buffer, uint32_t thread_group_x,
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uint32_t thread_group_y, uint32_t thread_group_z, uint32_t mode);
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uint32_t thread_group_y, uint32_t thread_group_z, uint32_t mode, bool async_compute);
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void DispatchIndirect(uint64_t submit_id, CommandBuffer& buffer, uint64_t args_addr,
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uint32_t mode);
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uint32_t mode, bool async_compute);
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void PrepareBindings(const ShaderStageRuntime& runtime, PreparedBindings& prepared);
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void FindBuffers(std::span<PreparedBindings* const> stages);
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