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Vulkan: Implement a pipeline UID cache
This stores enough information to recreate the pipeline, including the shader UIDs, blend/depth/rasterization state, primitive and vertex format.
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@ -116,6 +116,9 @@ bool Renderer::Initialize()
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m_bounding_box->GetGPUBufferSize());
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}
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// Ensure all pipelines previously used by the game have been created.
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StateTracker::GetInstance()->LoadPipelineUIDCache();
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// Various initialization routines will have executed commands on the command buffer.
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// Execute what we have done before beginning the first frame.
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g_command_buffer_mgr->PrepareToSubmitCommandBuffer();
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@ -1136,6 +1139,7 @@ void Renderer::CheckForConfigChanges()
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FramebufferManager::GetInstance()->RecompileShaders();
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g_object_cache->ClearPipelineCache();
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g_object_cache->RecompileSharedShaders();
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StateTracker::GetInstance()->LoadPipelineUIDCache();
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}
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// For vsync, we need to change the present mode, which means recreating the swap chain.
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