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Allocate a general purpose GPU-side debug tracing buffer
Can be used for checkpoints, etc.
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@ -402,7 +402,8 @@ namespace skyline::gpu {
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descriptor(*this),
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descriptor(*this),
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helperShaders(*this, state.os->assetFileSystem),
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helperShaders(*this, state.os->assetFileSystem),
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renderPassCache(*this),
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renderPassCache(*this),
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framebufferCache(*this) {}
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framebufferCache(*this),
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debugTracingBuffer(memory.AllocateBuffer(DebugTracingBufferSize)) {}
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void GPU::Initialise() {
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void GPU::Initialise() {
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std::string titleId{state.loader->nacp->GetSaveDataOwnerId()};
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std::string titleId{state.loader->nacp->GetSaveDataOwnerId()};
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@ -68,6 +68,9 @@ namespace skyline::gpu {
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std::optional<interconnect::maxwell3d::PipelineManager> graphicsPipelineManager;
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std::optional<interconnect::maxwell3d::PipelineManager> graphicsPipelineManager;
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interconnect::kepler_compute::PipelineManager computePipelineManager;
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interconnect::kepler_compute::PipelineManager computePipelineManager;
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static constexpr size_t DebugTracingBufferSize{0x80000}; //!< 512KiB
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memory::Buffer debugTracingBuffer; //!< General use buffer for debug tracing, first 4 bytes are allocated for checkpoints
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GPU(const DeviceState &state);
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GPU(const DeviceState &state);
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/**
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/**
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