Add per-source type memory change tracking, simplified state change tracking, other fixes
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@ -4,27 +4,27 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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partial class Methods
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{
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private void UniformBufferBind0(int argument)
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private void UniformBufferBindVertex(int argument)
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{
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UniformBufferBind(argument, ShaderType.Vertex);
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}
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private void UniformBufferBind1(int argument)
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private void UniformBufferBindTessControl(int argument)
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{
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UniformBufferBind(argument, ShaderType.TessellationControl);
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}
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private void UniformBufferBind2(int argument)
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private void UniformBufferBindTessEvaluation(int argument)
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{
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UniformBufferBind(argument, ShaderType.TessellationEvaluation);
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}
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private void UniformBufferBind3(int argument)
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private void UniformBufferBindGeometry(int argument)
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{
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UniformBufferBind(argument, ShaderType.Geometry);
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}
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private void UniformBufferBind4(int argument)
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private void UniformBufferBindFragment(int argument)
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{
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UniformBufferBind(argument, ShaderType.Fragment);
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}
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@ -37,7 +37,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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if (enable)
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{
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UniformBufferState uniformBuffer = _context.State.GetUniformBufferState();
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var uniformBuffer = _context.State.Get<UniformBufferState>(MethodOffset.UniformBufferState);
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ulong address = uniformBuffer.Address.Pack();
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