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D3D12 DXIL Debugger pure quad scope fixes
Initialise global SV_GroupID builtin Resize containers to correct number of threads
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@@ -3970,6 +3970,13 @@ ShaderDebugTrace *D3D12Replay::DebugThread(uint32_t eventId,
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}
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else if(hasQuadScope)
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{
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workgroupProperties.resize(numThreads);
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threadsBuiltins.resize(numThreads);
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// SV_GroupID
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globalBuiltins[ShaderBuiltin::GroupIndex] =
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ShaderVariable(rdcstr(), groupid[0], groupid[1], groupid[2], 0U);
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// need to simulate the whole quad, do not readback from the GPU like we do with subgroups
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// the quad is guaranteed to be in the same subgroup
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// We lay things out in linear or quad order
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