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video_core: Crucial buffer cache fixes + proper GPU clears (#414)
* translator: Use templates for stronger type guarantees * spirv: Define buffer offsets upfront * Saves a lot of shader instructions * buffer_cache: Use dynamic vertex input when available * Fixes issues when games like dark souls rebind vertex buffers with different stride * externals: Update boost * spirv: Use runtime array for ssbos * ssbos can be large and typically their size will vary, especially in generic copy/clear cs shaders * fs: Lock when doing case insensitive search * Dark Souls does fs lookups from different threads * texture_cache: More precise invalidation from compute * Fixes unrelated render targets being cleared * texture_cache: Use hashes for protect gpu modified images from reupload * translator: Treat V_CNDMASK as float * Sometimes it can have input modifiers. Worst this will cause is some extra calls to uintBitsToFloat and opposite. But most often this is used as float anyway * translator: Small optimization for V_SAD_U32 * Fix review * clang format
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@ -6,7 +6,9 @@
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namespace Shader::Backend::SPIRV {
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void EmitPrologue(EmitContext& ctx) {}
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void EmitPrologue(EmitContext& ctx) {
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ctx.DefineBufferOffsets();
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}
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void EmitEpilogue(EmitContext& ctx) {}
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