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[Fix] (Magma, P8-SV): the wire arm's 3D native mip blit uses one layer with the depth in its z offsets, the depth/stencil mip decline gets its WireDeclineTally row (MipmapDepthStencilAspect), the depth shader mip refuses 1D/1D-array/3D view types before the chain grows, and glDispatchComputeIndirect is issued as vkCmdDispatchIndirect from the wire store (P8-D's barrier rule, wdsp counter, two named declines)
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@@ -7789,6 +7789,15 @@ void main() {
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void VulkanRenderer::DispatchComputeIndirect(GLintptr indirect) {
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SplitOversizedRecording();
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#if MOBILEGL_BUILD_DISAGGREGATED
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// P8-SV: the wire arm's own indirect dispatch, DispatchCompute's shape one call over.
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if (MG_Config::Transport != MG_Config::TransportMode::Monolith) {
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RewindWireDescriptorSetsIfDue();
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m_textureManager->CollectGarbage();
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DispatchWireComputeIndirect(indirect);
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return;
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}
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#endif
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m_textureManager->CollectGarbage();
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auto& frame = m_frameContext.GetCurrent();
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// See DispatchCompute: the dispatch accessor, not the draw one.
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