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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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@@ -198,6 +198,7 @@ uint32_t EmitMeshDrawParameter(ValueEmitContext& ctx, const IR::Ins
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uint32_t EmitGetTessellationAttribute(ValueEmitContext& ctx, const IR::Inst& inst);
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void EmitSetTessellationAttribute(ValueEmitContext& ctx, const IR::Inst& inst);
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uint32_t EmitGetUserData(EmitterState& state, IR::ScalarReg reg);
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uint32_t EmitGetDispatchThreadExtent(ValueEmitContext& ctx, const IR::Inst& inst);
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uint32_t EmitGetBuiltin(ValueEmitContext& ctx, IR::Value kind, IR::Value index);
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uint32_t EmitUndefU1(EmitterState& state, const IR::Inst& inst);
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inline constexpr auto EmitUndefU8 = EmitUndefU1;
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