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Seperate Maxwell3D Stages into Shader/Pipeline
We need this to make the distinction between a shader and pipeline stage in as shader programs are bound at a different rate than that of pipeline stage resources such as UBO.
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@ -568,7 +568,7 @@ namespace skyline::gpu::interconnect {
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};
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IOVA shaderBaseIova{}; //!< The base IOVA that shaders are located at an offset from
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std::array<Shader, maxwell3d::StageCount> shaders{
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std::array<Shader, maxwell3d::ShaderStageCount> shaders{
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Shader{ShaderCompiler::Stage::VertexA, vk::ShaderStageFlagBits::eVertex},
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Shader{ShaderCompiler::Stage::VertexB, vk::ShaderStageFlagBits::eVertex},
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Shader{ShaderCompiler::Stage::TessellationControl, vk::ShaderStageFlagBits::eTessellationControl},
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@ -662,13 +662,13 @@ namespace skyline::gpu::interconnect {
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}
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}
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void SetShaderEnabled(maxwell3d::StageId stage, bool enabled) {
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void SetShaderEnabled(maxwell3d::ShaderStage stage, bool enabled) {
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auto &shader{shaders[static_cast<size_t>(stage)]};
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shader.enabled = enabled;
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shader.invalidated = true;
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}
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void SetShaderOffset(maxwell3d::StageId stage, u32 offset) {
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void SetShaderOffset(maxwell3d::ShaderStage stage, u32 offset) {
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auto &shader{shaders[static_cast<size_t>(stage)]};
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shader.offset = offset;
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shader.invalidated = true;
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