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Fill in compute shader inputs (thread/group ID variants). Refs #1038
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@@ -2402,9 +2402,29 @@ ShaderDebugTrace D3D11Replay::DebugThread(uint32_t eventId, const uint32_t group
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switch(decl.operand.type)
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{
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case TYPE_INPUT_THREAD_GROUP_ID:
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memcpy(v.value.uv, initialState.semantics.GroupID, sizeof(uint32_t) * 3);
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v.columns = 3;
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break;
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case TYPE_INPUT_THREAD_ID_IN_GROUP:
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case TYPE_INPUT_THREAD_ID: v.columns = 3; break;
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case TYPE_INPUT_THREAD_ID_IN_GROUP_FLATTENED: v.columns = 1; break;
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memcpy(v.value.uv, initialState.semantics.ThreadID, sizeof(uint32_t) * 3);
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v.columns = 3;
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break;
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case TYPE_INPUT_THREAD_ID:
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v.value.u.x = initialState.semantics.GroupID[0] * dxbc->DispatchThreadsDimension[0] +
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initialState.semantics.ThreadID[0];
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v.value.u.y = initialState.semantics.GroupID[1] * dxbc->DispatchThreadsDimension[1] +
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initialState.semantics.ThreadID[1];
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v.value.u.z = initialState.semantics.GroupID[2] * dxbc->DispatchThreadsDimension[2] +
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initialState.semantics.ThreadID[2];
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v.columns = 3;
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break;
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case TYPE_INPUT_THREAD_ID_IN_GROUP_FLATTENED:
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v.value.u.x = initialState.semantics.ThreadID[2] * dxbc->DispatchThreadsDimension[0] *
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dxbc->DispatchThreadsDimension[1] +
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initialState.semantics.ThreadID[1] * dxbc->DispatchThreadsDimension[0] +
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initialState.semantics.ThreadID[0];
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v.columns = 1;
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break;
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default: v.columns = 4; break;
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}
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