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shader: size per-thread LDS emulation by the guest LDS allocation
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@@ -149,6 +149,8 @@ struct ShaderVertexInputInfo {
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int buffers_num = 0;
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uint32_t wave_size = 64;
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uint32_t scratch_size_dwords = 0;
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// LDS_SIZE of the GS stage a non-NGG vertex shader runs on; usually zero.
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uint32_t lds_size_dwords = 0;
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uint32_t pa_cl_vs_out_cntl = 0;
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ShaderClipSpaceTransform clip_space;
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ShaderMeshInputInfo mesh;
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@@ -191,6 +193,8 @@ struct ShaderPixelInputInfo {
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// CB round mode per converted export: zero adds half an LSB, one truncates.
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uint8_t target_round_mode = 0;
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uint32_t scratch_size_dwords = 0;
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// EXTRA_LDS_SIZE: LDS reserved beyond the interpolants (VGPR spills to LDS).
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uint32_t lds_size_dwords = 0;
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bool ps_pos_x = false;
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bool ps_pos_y = false;
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bool ps_pos_z = false;
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