[GPU] Dynamic r# count via shader modifications + refactoring
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@@ -12,6 +12,7 @@
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#include <unordered_map>
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#include "xenia/base/string_buffer.h"
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#include "xenia/base/xxhash.h"
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#include "xenia/gpu/register_file.h"
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#include "xenia/gpu/spirv_shader_translator.h"
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@@ -78,8 +79,7 @@ class PipelineCache {
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// state.
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VkPipeline GetPipeline(const RenderState* render_state, uint64_t hash_key);
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bool TranslateShader(VulkanShader::VulkanTranslation& translation,
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reg::SQ_PROGRAM_CNTL cntl);
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bool TranslateShader(VulkanShader::VulkanTranslation& translation);
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void DumpShaderDisasmAMD(VkPipeline pipeline);
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void DumpShaderDisasmNV(const VkGraphicsPipelineCreateInfo& info);
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@@ -92,6 +92,8 @@ class PipelineCache {
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RegisterFile* register_file_ = nullptr;
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ui::vulkan::VulkanDevice* device_ = nullptr;
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// Temporary storage for AnalyzeUcode calls.
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StringBuffer ucode_disasm_buffer_;
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// Reusable shader translator.
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std::unique_ptr<ShaderTranslator> shader_translator_ = nullptr;
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// Disassembler used to get the SPIRV disasm. Only used in debug.
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