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D3D11: Reload shader cache when relevant config changes
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@ -159,18 +159,29 @@ void VertexShaderCache::Init()
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SETSTAT(stats.numVertexShadersAlive, 0);
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if (g_ActiveConfig.bShaderCache)
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{
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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LoadShaderCache();
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}
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std::string cache_filename =
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StringFromFormat("%sdx11-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
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SConfig::GetInstance().GetGameID().c_str());
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VertexShaderCacheInserter inserter;
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g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
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}
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void VertexShaderCache::LoadShaderCache()
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{
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if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
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File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX));
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last_entry = nullptr;
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std::string cache_filename = StringFromFormat(
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"%sdx11-%s-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
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SConfig::GetInstance().GetGameID().c_str(), g_ActiveConfig.GetHostConfigFilename().c_str());
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VertexShaderCacheInserter inserter;
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g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
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}
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void VertexShaderCache::Reload()
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{
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g_vs_disk_cache.Sync();
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g_vs_disk_cache.Close();
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Clear();
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if (g_ActiveConfig.bShaderCache)
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LoadShaderCache();
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}
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void VertexShaderCache::Clear()
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@ -180,6 +191,7 @@ void VertexShaderCache::Clear()
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vshaders.clear();
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last_entry = nullptr;
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last_uid = {};
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}
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void VertexShaderCache::Shutdown()
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