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graphics: keep bounded image heaps resident in a bindless descriptor set
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@@ -30,6 +30,10 @@ class UserConfig;
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struct ComputeShaderInfo;
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} // namespace HW
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namespace ShaderRecompiler::IR {
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class ImageHeapSource;
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} // namespace ShaderRecompiler::IR
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#pragma pack(push, 1)
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struct PipelineStaticParameters {
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@@ -104,7 +108,7 @@ struct ShaderProgram {
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// The owning renderer serializes access, including saves while the GPU is running.
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class PipelineCache {
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public:
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explicit PipelineCache(GraphicContext& graphics);
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PipelineCache(GraphicContext& graphics, ShaderRecompiler::IR::ImageHeapSource* image_heap);
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~PipelineCache();
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KYTY_CLASS_NO_COPY(PipelineCache);
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void Save();
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@@ -114,6 +118,7 @@ public:
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vk::Pipeline pipeline = nullptr;
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vk::DescriptorSetLayout descriptor_set_layout = nullptr;
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bool uses_push_descriptors = false;
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bool uses_image_heap = false;
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};
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struct GraphicsPrograms {
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