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shader: collect usage once and emit descriptor slots directly
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@@ -20,7 +20,6 @@
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#include "graphics/host_gpu/vulkanCommon.h"
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#include "graphics/shader/recompiler/ir/ShaderIR.h"
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#include "graphics/shader/recompiler/ir/passes/ResourceMaterialization.h"
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#include "graphics/shader/recompiler/ir/passes/BindingLayout.h"
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#include "graphics/shader/shader.h"
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#include "kernel/eventQueue.h"
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#include "kernel/pthread.h"
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@@ -198,8 +197,8 @@ bool RenderExecutor::TryConsumeComputeImageClear(const ShaderComputeInputInfo& i
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static void BindSharedMemory(RenderContext& context, ShaderComputeInputInfo& input,
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PreparedBindings& bindings, uint64_t indirect_args = 0) {
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if (ShaderRecompiler::IR::FindBinding(input.stage.program->bindings,
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ShaderRecompiler::IR::DescriptorBindingKind::SharedMemory) == nullptr) {
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if (input.stage.program->bindings.descriptor_counts[
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static_cast<size_t>(ShaderRecompiler::IR::DescriptorBindingKind::SharedMemory)] == 0) {
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return;
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}
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auto& cache = context.GetBufferCache();
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