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Vulkan: Move shader/pipeline-related methods to ShaderCache
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@ -462,8 +462,8 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
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UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
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FramebufferManager::GetInstance()->GetEFBLoadRenderPass(),
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g_object_cache->GetPassthroughVertexShader(),
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g_object_cache->GetPassthroughGeometryShader(), m_clear_fragment_shader);
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g_shader_cache->GetPassthroughVertexShader(),
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g_shader_cache->GetPassthroughGeometryShader(), m_clear_fragment_shader);
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draw.SetRasterizationState(rs_state);
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draw.SetDepthStencilState(depth_state);
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@ -1168,8 +1168,8 @@ void Renderer::CheckForConfigChanges()
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BindEFBToStateTracker();
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RecompileShaders();
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FramebufferManager::GetInstance()->RecompileShaders();
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g_object_cache->ReloadShaderAndPipelineCaches();
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g_object_cache->RecompileSharedShaders();
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g_shader_cache->ReloadShaderAndPipelineCaches();
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g_shader_cache->RecompileSharedShaders();
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StateTracker::GetInstance()->InvalidateShaderPointers();
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StateTracker::GetInstance()->ReloadPipelineUIDCache();
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}
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@ -1500,7 +1500,7 @@ bool Renderer::CompileShaders()
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)";
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std::string source = g_object_cache->GetUtilityShaderHeader() + CLEAR_FRAGMENT_SHADER_SOURCE;
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std::string source = g_shader_cache->GetUtilityShaderHeader() + CLEAR_FRAGMENT_SHADER_SOURCE;
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m_clear_fragment_shader = Util::CompileAndCreateFragmentShader(source);
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return m_clear_fragment_shader != VK_NULL_HANDLE;
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