Move shader resource descriptor creation out of the backend (#2290)
* Move shader resource descriptor creation out of the backend * Remove now unused code, and other nits * Shader cache version bump * Nits * Set format for bindless image load/store * Fix buffer write flag
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25 changed files with 565 additions and 516 deletions
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@ -87,18 +87,16 @@ namespace Ryujinx.Graphics.Shader.Translation
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StructuredProgramInfo sInfo = StructuredProgram.MakeStructuredProgram(funcs, config);
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GlslProgram program = GlslGenerator.Generate(sInfo, config);
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string glslCode = GlslGenerator.Generate(sInfo, config);
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shaderProgramInfo = new ShaderProgramInfo(
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program.CBufferDescriptors,
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program.SBufferDescriptors,
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program.TextureDescriptors,
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program.ImageDescriptors,
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config.GetConstantBufferDescriptors(),
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config.GetStorageBufferDescriptors(),
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config.GetTextureDescriptors(),
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config.GetImageDescriptors(),
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config.UsedFeatures.HasFlag(FeatureFlags.InstanceId),
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config.ClipDistancesWritten);
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string glslCode = program.Code;
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return new ShaderProgram(config.Stage, glslCode);
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}
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@ -112,7 +110,7 @@ namespace Ryujinx.Graphics.Shader.Translation
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Block[][] cfg;
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ulong maxEndAddress = 0;
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bool hasBindless = false;
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bool hasBindless;
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if ((flags & TranslationFlags.Compute) != 0)
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{
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