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shader: synchronize GPU-written descriptor dependencies through buffer cache
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@@ -114,7 +114,7 @@ int AllocateDirectMemory(int64_t search_start, int64_t search_end, size_t size,
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int MapAutomaticMemory(uint64_t vaddr, size_t size, int type, int prot);
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bool TryWriteBacking(uint64_t vaddr, const void* data, uint64_t size);
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bool TryReadBacking(uint64_t vaddr, void* data, uint64_t size);
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bool TryReadGpuCleanBacking(uint64_t vaddr, void* data, uint64_t size);
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bool TryReadGpuBacking(uint64_t vaddr, void* data, uint64_t size);
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bool TryReadSparseBacking(uint64_t vaddr, void* data, uint64_t size);
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[[nodiscard]] uint64_t ClampRangeSize(uint64_t vaddr, uint64_t size);
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void WriteBacking(uint64_t vaddr, const void* data, uint64_t size) noexcept;
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