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shader: initialize EXEC from requested dispatch thread extents
Co-authored-by: TheCruZ <thecruzwtf@gmail.com> Co-authored-by: Mac <me@itsmemac.com>
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@@ -302,6 +302,10 @@ void RenderExecutor::DispatchDirect(uint64_t submit_id, CommandBuffer& buffer,
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m_context.GetPipelineCache().GetComputePipeline(input_info, compute_program);
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auto& bindings = m_compute_bindings;
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PrepareBindings(input_info.stage, bindings);
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if (program.bindings.dispatch_thread_dword != ShaderRecompiler::IR::PushData::NoStart) {
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std::copy(std::begin(input_info.dispatch_threads_num), std::end(input_info.dispatch_threads_num),
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bindings.shader_data.begin() + program.bindings.dispatch_thread_dword);
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}
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FindBuffers(bindings);
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if (program.info.uses_dma) {
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m_context.PrepareBda();
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