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refactor(graphics): split renderer and recompiler into focused modules
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#ifndef EMULATOR_INCLUDE_EMULATOR_GRAPHICS_SHADER_RECOMPILER_RESOURCEMATERIALIZATION_H_
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#define EMULATOR_INCLUDE_EMULATOR_GRAPHICS_SHADER_RECOMPILER_RESOURCEMATERIALIZATION_H_
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#include "graphics/shader/recompiler/ir/SrtWalker.h"
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namespace Libs::Graphics::ShaderRecompiler::IR {
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constexpr uint64_t FlatAddressWindowSize = 0x10000;
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struct ResourceSnapshot {
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struct Address {
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uint64_t guest_base = 0;
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uint64_t binding_base = 0;
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bool operator==(const Address& other) const = default;
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};
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std::vector<DescriptorValue> buffers;
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std::vector<DescriptorValue> images;
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std::vector<DescriptorValue> samplers;
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std::vector<Address> addresses;
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std::vector<uint32_t> flattened_srt;
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std::vector<uint32_t> user_data;
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};
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bool ValidateResourceSnapshot(const Program& program, const ResourceSnapshot& snapshot,
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std::string* error);
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bool ValidateResourceSpecialization(const Program& program, const ResourceSnapshot& snapshot,
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std::string* error);
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// Resolves the immutable dense resource topology against one runtime user-data/SRT snapshot.
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// On failure the destination is unchanged.
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bool MaterializeResources(const Program& program, const SrtRuntime& runtime,
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ResourceSnapshot& snapshot, std::string* error);
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// Applies runtime descriptor shape/format facts to a copied dense topology before layout and
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// emission. On failure the program is unchanged.
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bool SpecializeResources(Program& program, const ResourceSnapshot& snapshot, std::string* error);
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} // namespace Libs::Graphics::ShaderRecompiler::IR
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#endif /* EMULATOR_INCLUDE_EMULATOR_GRAPHICS_SHADER_RECOMPILER_RESOURCEMATERIALIZATION_H_ */
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