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Implement LIMIT_MAX_COMPUTE_SHARED_MEMORY_SIZE to limit_get in all Rendering backends.
Also add a more helpful warning that is only displayed in dev builds to match the D3D12 backend
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@@ -6218,6 +6218,8 @@ uint64_t RenderingDeviceDriverD3D12::limit_get(Limit p_limit) {
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return D3D12_CS_THREAD_GROUP_MAX_Y;
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case LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Z:
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return D3D12_CS_THREAD_GROUP_MAX_Z;
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case LIMIT_MAX_COMPUTE_SHARED_MEMORY_SIZE:
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return D3D12_CS_TGSM_REGISTER_COUNT * sizeof(float);
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case LIMIT_SUBGROUP_SIZE:
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// Note in min/max. Shader model 6.6 supports it (see https://microsoft.github.io/DirectX-Specs/d3d/HLSL_SM_6_6_WaveSize.html),
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// but at this time I don't know the implications on the transpilation to DXIL, etc.
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