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https://github.com/KytyPS5/KytyPS5.git
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Reuse prepared shader bindings across draws and dispatches
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@@ -362,7 +362,8 @@ void RenderExecutor::DispatchDirect(uint64_t submit_id, CommandBuffer& buffer,
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buffer.EndRendering();
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auto& pipeline =
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m_context.GetPipelineCache().GetComputePipeline(input_info, compute_program);
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auto bindings = PrepareBindings(input_info.stage);
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auto& bindings = m_compute_bindings;
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PrepareBindings(input_info.stage, bindings);
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FindBuffers(bindings);
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if (program.info.uses_dma) {
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m_context.PrepareBda();
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@@ -414,7 +415,8 @@ void RenderExecutor::DispatchIndirect(uint64_t submit_id, CommandBuffer& buffer,
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cs_regs, buffer.GetRegisters().GetShaderRegisters(), input_info);
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buffer.EndRendering();
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auto& pipeline = m_context.GetPipelineCache().GetComputePipeline(input_info, compute_program);
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auto bindings = PrepareBindings(input_info.stage);
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auto& bindings = m_compute_bindings;
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PrepareBindings(input_info.stage, bindings);
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FindBuffers(bindings);
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const auto& program = *input_info.stage.program;
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if (program.info.uses_dma) {
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