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
@@ -631,6 +631,14 @@ uint32_t EmitGetBuiltin(ValueEmitContext& ctx, IR::Value kind, IR::Value index)
return EmitBuiltinU32(ctx.state, static_cast<IR::StageInputKind>(kind.U32()), index.U32());
}
uint32_t EmitGetDispatchThreadExtent(ValueEmitContext& ctx, const IR::Inst& inst) {
const auto start = ctx.state.program.bindings.dispatch_thread_dword;
if (start == IR::PushData::NoStart || !inst.Arg(0).IsImmediate() || inst.Arg(0).U32() >= 3u) {
ctx.Fail(inst, "invalid dispatch thread extent");
}
return EmitShaderDataDwordLoad(ctx.state, start + inst.Arg(0).U32());
}
uint32_t EmitUndefU1(EmitterState& state, const IR::Inst& inst) {
const auto result = state.builder.AllocateId();
state.builder.AddFunction(spv::OpUndef, TypeId(state, inst.GetType()), result);