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Only sync shader caches to disk on stop.
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0e1383b788
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@ -502,7 +502,6 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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// Insert the bytecode into the caches
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g_ps_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
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g_ps_disk_cache.Sync();
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bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
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pbytecode->Release();
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@ -244,7 +244,6 @@ bool VertexShaderCache::SetShader(u32 components)
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return false;
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}
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g_vs_disk_cache.Append(uid, pbytecode->Data(), pbytecode->Size());
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g_vs_disk_cache.Sync();
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bool success = InsertByteCode(uid, pbytecode);
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pbytecode->Release();
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@ -393,7 +393,6 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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// Insert the bytecode into the caches
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g_ps_disk_cache.Append(uid, bytecode, bytecodelen);
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g_ps_disk_cache.Sync();
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// And insert it into the shader cache.
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bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
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@ -223,7 +223,6 @@ bool VertexShaderCache::SetShader(u32 components)
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return false;
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}
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g_vs_disk_cache.Append(uid, bytecode, bytecodelen);
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g_vs_disk_cache.Sync();
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bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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