export const computeGsplatLocalDispatchPrepSource: "\n\n@group(0) @binding(0) var<storage, read> sortElementCount: array<u32>;\n@group(0) @binding(1) var<storage, read_write> dispatchArgs: array<u32>;\n\n@compute @workgroup_size(1)\nfn main() {\n    let count = sortElementCount[0];\n    let maxDim = {MAX_DIM}u;\n\n    // Slot 0: tile-count pass (1 splat per thread)\n    let countWg = (count + {SPLATS_PER_WG_MINUS_1}u) / {SPLATS_PER_WG}u;\n    if (countWg <= maxDim) {\n        dispatchArgs[0] = countWg;\n        dispatchArgs[1] = 1u;\n    } else {\n        let y = (countWg + maxDim - 1u) / maxDim;\n        let x = (countWg + y - 1u) / y;\n        dispatchArgs[0] = x;\n        dispatchArgs[1] = y;\n    }\n    dispatchArgs[2] = 1u;\n\n    // Slot 1: place-entries pass (1 splat per thread)\n    let placeWg = (count + 255u) / 256u;\n    if (placeWg <= maxDim) {\n        dispatchArgs[3] = placeWg;\n        dispatchArgs[4] = 1u;\n    } else {\n        let y = (placeWg + maxDim - 1u) / maxDim;\n        let x = (placeWg + y - 1u) / y;\n        dispatchArgs[3] = x;\n        dispatchArgs[4] = y;\n    }\n    dispatchArgs[5] = 1u;\n}\n";
