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shader: implement PS5 vector data cache invalidation
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@@ -655,6 +655,14 @@ void EmitStoreCompletion(EmitterState& state) {
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spv::MemorySemanticsImageMemoryMask));
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}
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void EmitDataCacheInvalidate(EmitterState& state) {
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// RDNA2 GL0/GL1 invalidation makes vector memory visible without a workgroup rendezvous.
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state.builder.AddFunction(
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spv::OpMemoryBarrier, ConstantU32(state, spv::ScopeDevice),
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ConstantU32(state, spv::MemorySemanticsAcquireMask | spv::MemorySemanticsUniformMemoryMask |
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spv::MemorySemanticsImageMemoryMask));
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}
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void EmitBarrier(EmitterState& state) {
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const auto tessellation = state.program.stage == ShaderType::TessellationControl;
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if (!tessellation && ShaderWorkgroupInput(state.program.stage, state.input_info) == nullptr) {
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