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Move shader caches to VideoCommon
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@ -1465,7 +1465,6 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
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// Clean out old stuff from caches. It's not worth it to clean out the shader caches.
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g_texture_cache->Cleanup(frameCount);
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ProgramShaderCache::RetrieveAsyncShaders();
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RestoreAPIState();
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@ -1479,8 +1478,7 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
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g_sampler_cache->Clear();
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// Invalidate shader cache when the host config changes.
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if (CheckForHostConfigChanges())
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ProgramShaderCache::Reload();
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CheckForHostConfigChanges();
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// For testing zbuffer targets.
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// Renderer::SetZBufferRender();
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@ -1602,21 +1600,6 @@ void Renderer::ApplyDepthState(const DepthState& state)
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}
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}
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void Renderer::SetRasterizationState(const RasterizationState& state)
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{
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ApplyRasterizationState(state);
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}
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void Renderer::SetDepthState(const DepthState& state)
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{
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ApplyDepthState(state);
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}
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void Renderer::SetBlendingState(const BlendingState& state)
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{
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ApplyBlendingState(state);
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}
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void Renderer::SetPipeline(const AbstractPipeline* pipeline)
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{
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// Not all shader changes currently go through SetPipeline, so we can't
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