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shader: rework resource specialization and optimize pipeline caching
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@@ -69,7 +69,7 @@ vk::BufferMemoryBarrier MakeGdsDependency(vk::Buffer buffer) {
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}
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std::vector<ShaderBufferWriteRange>
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CollectShaderBufferWrites(const ShaderRecompiler::IR::Program& program,
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CollectShaderBufferWrites(const ShaderRecompiler::IR::CompiledShaderInfo& program,
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const ShaderRecompiler::IR::ResourceSnapshot& resources) {
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EXIT_IF(resources.buffers.size() != program.info.buffers.size());
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std::vector<ShaderBufferWriteRange> writes;
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@@ -97,7 +97,7 @@ CollectShaderBufferWrites(const ShaderRecompiler::IR::Program& program,
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bool HasShaderBufferWrites(const ShaderStageRuntime& runtime) {
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EXIT_IF(!runtime);
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return !CollectShaderBufferWrites(*runtime.program, *runtime.resources).empty();
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return !CollectShaderBufferWrites(*runtime.program, runtime.resources).empty();
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}
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void ShaderAccessBarrier(vk::CommandBuffer vk_buffer, vk::PipelineStageFlags source_stages) {
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