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shader: add GLC/DLC buffer cache policy support
Co-authored-by: Mac <me@itsmemac.com>
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11 files changed
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@@ -67,6 +67,7 @@ struct SpirvRequirements {
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bool function_scratch = false;
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bool pixel_valid_mask = false;
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bool buffer_int64_atomics = false;
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bool coherent_buffers = false;
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};
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SpirvRequirements AnalyzeProgramRequirements(const IR::Program& program);
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@@ -371,12 +372,13 @@ void EmitMemoryOffsets(EmitterState& state);
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uint32_t LdsDwordCount(const EmitterState& state);
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struct MemoryResourceAccess {
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IR::ResourceKind kind = IR::ResourceKind::None;
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uint32_t object_pointer = 0;
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uint32_t length = 0;
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uint32_t index_offset = 0;
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uint32_t byte_offset = 0;
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bool add_index_offset = false;
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IR::ResourceKind kind = IR::ResourceKind::None;
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uint32_t object_pointer = 0;
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uint32_t length = 0;
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uint32_t index_offset = 0;
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uint32_t byte_offset = 0;
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bool add_index_offset = false;
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spv::MemoryAccessMask memory_access = spv::MemoryAccessMaskNone;
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};
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MemoryResourceAccess PrepareMemoryResourceAccess(EmitterState& state, const IR::MemoryInfo& mem);
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