Merge pull request #10916 from ameerj/lolmem
OpenGL: Add Local Memory warmup shader for Nvidia
This commit is contained in:
		@@ -461,7 +461,7 @@ std::string EmitGLASM(const Profile& profile, const RuntimeInfo& runtime_info, I
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        header += fmt::format("R{},", index);
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    }
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    if (program.local_memory_size > 0) {
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        header += fmt::format("lmem[{}],", program.local_memory_size);
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        header += fmt::format("lmem[{}],", Common::DivCeil(program.local_memory_size, 4U));
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    }
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    if (program.info.uses_fswzadd) {
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        header += "FSWZA[4],FSWZB[4],";
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@@ -424,6 +424,10 @@ void VisitUsages(Info& info, IR::Inst& inst) {
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        info.used_constant_buffer_types |= IR::Type::U32 | IR::Type::U32x2;
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        info.used_storage_buffer_types |= IR::Type::U32 | IR::Type::U32x2 | IR::Type::U32x4;
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        break;
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    case IR::Opcode::LoadLocal:
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    case IR::Opcode::WriteLocal:
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        info.uses_local_memory = true;
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        break;
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    default:
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        break;
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    }
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@@ -172,6 +172,7 @@ struct Info {
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    bool stores_indexed_attributes{};
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    bool stores_global_memory{};
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    bool uses_local_memory{};
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    bool uses_fp16{};
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    bool uses_fp64{};
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@@ -33,6 +33,7 @@ set(SHADER_FILES
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    opengl_fidelityfx_fsr.frag
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    opengl_fidelityfx_fsr_easu.frag
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    opengl_fidelityfx_fsr_rcas.frag
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    opengl_lmem_warmup.comp
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    opengl_present.frag
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    opengl_present.vert
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    opengl_present_scaleforce.frag
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										47
									
								
								src/video_core/host_shaders/opengl_lmem_warmup.comp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										47
									
								
								src/video_core/host_shaders/opengl_lmem_warmup.comp
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,47 @@
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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// This shader is a workaround for a quirk in NVIDIA OpenGL drivers
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// Shaders using local memory see a great performance benefit if a shader that was dispatched
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// before it had more local memory allocated.
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// This shader allocates the maximum local memory allowed on NVIDIA drivers to ensure that
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// subsequent shaders see the performance boost.
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// NOTE: This shader does no actual meaningful work and returns immediately,
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// it is simply a means to have the driver expect a shader using lots of local memory.
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#version 450
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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layout(location = 0) uniform uint uniform_data;
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layout(binding = 0, rgba8) uniform writeonly restrict image2DArray dest_image;
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#define MAX_LMEM_SIZE 4080 // Size chosen to avoid errors in Nvidia's GLSL compiler
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#define NUM_LMEM_CONSTANTS 1
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#define ARRAY_SIZE MAX_LMEM_SIZE - NUM_LMEM_CONSTANTS
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uint lmem_0[ARRAY_SIZE];
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const uvec4 constant_values[NUM_LMEM_CONSTANTS] = uvec4[](uvec4(0));
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void main() {
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    const uint global_id = gl_GlobalInvocationID.x;
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    if (global_id <= 128) {
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        // Since the shader is called with a dispatch of 1x1x1
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        // This should always be the case, and this shader will not actually execute
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        return;
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    }
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    for (uint t = 0; t < uniform_data; t++) {
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        const uint offset = (t * uniform_data);
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        lmem_0[offset] = t;
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    }
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    const uint offset = (gl_GlobalInvocationID.y * uniform_data + gl_GlobalInvocationID.x);
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    const uint value = lmem_0[offset];
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    const uint const_value = constant_values[offset / 4][offset % 4];
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    const uvec4 color = uvec4(value + const_value);
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    // A "side-effect" is needed so the variables don't get optimized out,
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    // but this should never execute so there should be no clobbering of previously bound state.
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    imageStore(dest_image, ivec3(gl_GlobalInvocationID), color);
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}
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@@ -63,6 +63,7 @@ ComputePipeline::ComputePipeline(const Device& device, TextureCache& texture_cac
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    writes_global_memory = !use_storage_buffers &&
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                           std::ranges::any_of(info.storage_buffers_descriptors,
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                                               [](const auto& desc) { return desc.is_written; });
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    uses_local_memory = info.uses_local_memory;
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    if (force_context_flush) {
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        std::scoped_lock lock{built_mutex};
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        built_fence.Create();
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@@ -59,6 +59,10 @@ public:
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        return writes_global_memory;
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    }
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    [[nodiscard]] bool UsesLocalMemory() const noexcept {
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        return uses_local_memory;
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    }
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    void SetEngine(Tegra::Engines::KeplerCompute* kepler_compute_,
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                   Tegra::MemoryManager* gpu_memory_) {
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        kepler_compute = kepler_compute_;
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@@ -84,6 +88,7 @@ private:
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    bool use_storage_buffers{};
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    bool writes_global_memory{};
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    bool uses_local_memory{};
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    std::mutex built_mutex;
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    std::condition_variable built_condvar;
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@@ -194,6 +194,7 @@ Device::Device(Core::Frontend::EmuWindow& emu_window) {
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            has_bool_ref_bug = true;
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        }
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    }
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    has_lmem_perf_bug = is_nvidia;
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    strict_context_required = emu_window.StrictContextRequired();
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    // Blocks AMD and Intel OpenGL drivers on Windows from using asynchronous shader compilation.
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@@ -192,6 +192,10 @@ public:
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        return supports_conditional_barriers;
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    }
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    bool HasLmemPerfBug() const {
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        return has_lmem_perf_bug;
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    }
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private:
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    static bool TestVariableAoffi();
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    static bool TestPreciseBug();
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@@ -238,6 +242,7 @@ private:
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    bool can_report_memory{};
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    bool strict_context_required{};
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    bool supports_conditional_barriers{};
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    bool has_lmem_perf_bug{};
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    std::string vendor_name;
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};
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@@ -215,6 +215,7 @@ GraphicsPipeline::GraphicsPipeline(const Device& device, TextureCache& texture_c
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        writes_global_memory |= std::ranges::any_of(
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            info.storage_buffers_descriptors, [](const auto& desc) { return desc.is_written; });
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        uses_local_memory |= info.uses_local_memory;
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    }
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    ASSERT(num_textures <= MAX_TEXTURES);
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    ASSERT(num_images <= MAX_IMAGES);
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@@ -98,6 +98,10 @@ public:
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        return writes_global_memory;
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    }
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    [[nodiscard]] bool UsesLocalMemory() const noexcept {
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        return uses_local_memory;
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    }
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    [[nodiscard]] bool IsBuilt() noexcept;
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    template <typename Spec>
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@@ -146,6 +150,7 @@ private:
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    bool use_storage_buffers{};
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    bool writes_global_memory{};
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    bool uses_local_memory{};
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    static constexpr std::size_t XFB_ENTRY_STRIDE = 3;
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    GLsizei num_xfb_attribs{};
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@@ -222,6 +222,9 @@ void RasterizerOpenGL::PrepareDraw(bool is_indexed, Func&& draw_func) {
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    gpu.TickWork();
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    std::scoped_lock lock{buffer_cache.mutex, texture_cache.mutex};
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    if (pipeline->UsesLocalMemory()) {
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        program_manager.LocalMemoryWarmup();
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    }
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    pipeline->SetEngine(maxwell3d, gpu_memory);
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    pipeline->Configure(is_indexed);
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@@ -371,6 +374,9 @@ void RasterizerOpenGL::DispatchCompute() {
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    if (!pipeline) {
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        return;
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    }
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    if (pipeline->UsesLocalMemory()) {
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        program_manager.LocalMemoryWarmup();
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    }
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    pipeline->SetEngine(kepler_compute, gpu_memory);
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    pipeline->Configure();
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    const auto& qmd{kepler_compute->launch_description};
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@@ -3,7 +3,9 @@
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#include <glad/glad.h>
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#include "video_core/host_shaders/opengl_lmem_warmup_comp.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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namespace OpenGL {
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@@ -17,6 +19,10 @@ ProgramManager::ProgramManager(const Device& device) {
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    if (device.UseAssemblyShaders()) {
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        glEnable(GL_COMPUTE_PROGRAM_NV);
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    }
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    if (device.HasLmemPerfBug()) {
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        lmem_warmup_program =
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            CreateProgram(HostShaders::OPENGL_LMEM_WARMUP_COMP, GL_COMPUTE_SHADER);
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    }
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}
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void ProgramManager::BindComputeProgram(GLuint program) {
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@@ -98,6 +104,13 @@ void ProgramManager::BindAssemblyPrograms(std::span<const OGLAssemblyProgram, NU
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void ProgramManager::RestoreGuestCompute() {}
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void ProgramManager::LocalMemoryWarmup() {
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    if (lmem_warmup_program.handle != 0) {
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        BindComputeProgram(lmem_warmup_program.handle);
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        glDispatchCompute(1, 1, 1);
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    }
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}
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void ProgramManager::BindPipeline() {
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    if (!is_pipeline_bound) {
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        is_pipeline_bound = true;
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@@ -30,6 +30,8 @@ public:
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    void RestoreGuestCompute();
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    void LocalMemoryWarmup();
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private:
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    void BindPipeline();
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@@ -44,6 +46,7 @@ private:
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    u32 current_stage_mask = 0;
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    std::array<GLuint, NUM_STAGES> current_programs{};
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    GLuint current_assembly_compute_program = 0;
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    OGLProgram lmem_warmup_program;
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};
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} // namespace OpenGL
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