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Vulkan: Move shader/pipeline-related methods to ShaderCache
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@ -12,6 +12,7 @@
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#include "VideoBackends/Vulkan/CommandBufferManager.h"
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#include "VideoBackends/Vulkan/ObjectCache.h"
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#include "VideoBackends/Vulkan/ShaderCache.h"
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#include "VideoBackends/Vulkan/ShaderCompiler.h"
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#include "VideoBackends/Vulkan/StateTracker.h"
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#include "VideoBackends/Vulkan/StreamBuffer.h"
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@ -720,7 +721,7 @@ void UtilityShaderDraw::BindDescriptors()
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bool UtilityShaderDraw::BindPipeline()
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{
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VkPipeline pipeline = g_object_cache->GetPipeline(m_pipeline_info);
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VkPipeline pipeline = g_shader_cache->GetPipeline(m_pipeline_info);
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if (pipeline == VK_NULL_HANDLE)
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{
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PanicAlert("Failed to get pipeline for backend shader draw");
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@ -873,7 +874,7 @@ void ComputeShaderDispatcher::BindDescriptors()
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bool ComputeShaderDispatcher::BindPipeline()
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{
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VkPipeline pipeline = g_object_cache->GetComputePipeline(m_pipeline_info);
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VkPipeline pipeline = g_shader_cache->GetComputePipeline(m_pipeline_info);
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if (pipeline == VK_NULL_HANDLE)
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{
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PanicAlert("Failed to get pipeline for backend compute dispatch");
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