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Current operating ranges of shaders along each grid axis. If checked, we should be good on any reasonable GPU (64K minimum thread block size and a screen resolution << 64K)
(Counts displayed below are total thread count required in each axis, not thread block count)
WaveformToneMap: x=window width, y = window height
ConstellationToneMap: x=window width, y = window height
EyeToneMap: x=window width, y = window height
WaterfallToneMap: x=window width, y = window height
SpectrogramToneMap: x=window width, y = window height
ScopeDeskewUniform4xRate: x=search range (default 30K)
ScopeDeskewUniformEqualRate: x=search range (default 30K)
ScopeDeskewUniformUnequalRate: x=search range (default 30K)
waveform-compute: x = window width, y = fixed 64 threads
This breaks things on Intel.
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