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Only default activate lane zero for SPIRV single threaded compute debug
Workgroup and Subgroup compute debug will set lane Active/SubgroupId properties for all threads
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@@ -5950,9 +5950,6 @@ ShaderDebugTrace *VulkanReplay::DebugComputeCommon(ShaderStage stage, uint32_t e
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apiWrapper->thread_builtins.resize(numThreads);
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apiWrapper->thread_props.resize(numThreads);
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apiWrapper->thread_props[0][(size_t)rdcspv::ThreadProperty::Active] = 1;
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apiWrapper->thread_props[0][(size_t)rdcspv::ThreadProperty::SubgroupId] = 0;
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std::unordered_map<ShaderBuiltin, ShaderVariable> &global_builtins = apiWrapper->global_builtins;
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global_builtins[ShaderBuiltin::DispatchSize] =
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ShaderVariable(rdcstr(), action->dispatchDimension[0], action->dispatchDimension[1],
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@@ -6313,6 +6310,9 @@ ShaderDebugTrace *VulkanReplay::DebugComputeCommon(ShaderStage stage, uint32_t e
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else
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{
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// simple single-thread case
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apiWrapper->thread_props[0][(size_t)rdcspv::ThreadProperty::Active] = 1;
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apiWrapper->thread_props[0][(size_t)rdcspv::ThreadProperty::SubgroupId] = 0;
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std::unordered_map<ShaderBuiltin, ShaderVariable> &thread_builtins =
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apiWrapper->thread_builtins[0];
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