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shader: resolve workgroup-selected descriptor prefixes from dispatch arguments
Co-authored-by: fxpw <fxpw@outlook.com>
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@@ -457,6 +457,7 @@ void RenderExecutor::DispatchIndirect(uint64_t submit_id, CommandBuffer& buffer,
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}
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ShaderComputeInputInfo input_info {};
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input_info.async_compute = async_compute;
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input_info.indirect_args_address = args_addr;
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const auto compute_program = m_context.GetPipelineCache().GetComputeProgram(
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cs_regs, buffer.GetRegisters().GetShaderRegisters(), input_info);
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buffer.EndRendering();
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