D3D12 DXIL Debugger pure quad scope fixes

Initialise global SV_GroupID builtin
Resize containers to correct number of threads
This commit is contained in:
Jake Turner
2025-12-12 12:02:16 +13:00
parent 1b56d385fe
commit ab7016e142
@@ -3970,6 +3970,13 @@ ShaderDebugTrace *D3D12Replay::DebugThread(uint32_t eventId,
}
else if(hasQuadScope)
{
workgroupProperties.resize(numThreads);
threadsBuiltins.resize(numThreads);
// SV_GroupID
globalBuiltins[ShaderBuiltin::GroupIndex] =
ShaderVariable(rdcstr(), groupid[0], groupid[1], groupid[2], 0U);
// need to simulate the whole quad, do not readback from the GPU like we do with subgroups
// the quad is guaranteed to be in the same subgroup
// We lay things out in linear or quad order