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shader: preserve RDNA2 DLC coherence for flat address loads
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@@ -129,8 +129,9 @@ IR::MemoryInfo MemoryInfoFromDecoded(const Decoder::Instruction& decoded) {
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// Vector loads use GLC/DLC to bypass L0/GL1; atomics use GLC only to return data.
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const bool buffer_atomic = decoded.opcode >= Decoder::Opcode::BUFFER_ATOMIC_SWAP &&
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decoded.opcode <= Decoder::Opcode::BUFFER_ATOMIC_FMAX;
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memory.coherent = memory.kind == ResourceKind::Buffer && !buffer_atomic &&
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(decoded.glc || decoded.dlc);
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memory.coherent = (memory.kind == ResourceKind::Buffer || memory.kind == ResourceKind::Flat ||
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memory.kind == ResourceKind::Global) &&
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!buffer_atomic && (decoded.glc || decoded.dlc);
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memory.resource = ResourceIndexFromOperand(decoded.src1);
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memory.sampler = ResourceIndexFromOperand(decoded.src2);
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if (memory.kind == ResourceKind::ScalarBuffer) {
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