shader: rework resource specialization and optimize pipeline caching

This commit is contained in:
nmzik committed 2026-09-03 03:04:17 +02:00
1 parent c48a8bd6ae
commit 98200fed19
39 files changed
+2281 -2235

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