shader: initialize EXEC from requested dispatch thread extents

Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
Co-authored-by: Mac <me@itsmemac.com>
This commit is contained in:
nmzik
2026-10-04 01:15:39 +04:00
parent f58014ff0e
commit e4aca7a60b
9 changed files with 147 additions and 12 deletions
@@ -302,6 +302,10 @@ void RenderExecutor::DispatchDirect(uint64_t submit_id, CommandBuffer& buffer,
m_context.GetPipelineCache().GetComputePipeline(input_info, compute_program);
auto& bindings = m_compute_bindings;
PrepareBindings(input_info.stage, bindings);
if (program.bindings.dispatch_thread_dword != ShaderRecompiler::IR::PushData::NoStart) {
std::copy(std::begin(input_info.dispatch_threads_num), std::end(input_info.dispatch_threads_num),
bindings.shader_data.begin() + program.bindings.dispatch_thread_dword);
}
FindBuffers(bindings);
if (program.info.uses_dma) {
m_context.PrepareBda();