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shader: rework resource specialization and optimize pipeline caching
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@@ -23,7 +23,7 @@ VulkanMemoryBarrier MakeShaderWriteHazardDependency();
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VulkanMemoryBarrier MakeShaderWriteDependency();
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vk::BufferMemoryBarrier MakeGdsDependency(vk::Buffer buffer);
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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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bool HasShaderBufferWrites(const ShaderStageRuntime& runtime);
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void ShaderAccessBarrier(vk::CommandBuffer vk_buffer, vk::PipelineStageFlags source_stages);
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