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@ -128,7 +128,7 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
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.code_b = std::move(code_b),
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.main_offset = main_offset,
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.compiler_settings = compiler_settings,
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.registry = ®istry,
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.registry = registry,
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.cpu_address = cpu_addr,
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};
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std::unique_lock lock(queue_mutex);
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@ -144,7 +144,6 @@ void AsyncShaders::QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache,
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std::vector<VkDescriptorSetLayoutBinding> bindings,
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Vulkan::SPIRVProgram program,
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Vulkan::GraphicsPipelineCacheKey key) {
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WorkerParams params{
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.backend = Backend::Vulkan,
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.pp_cache = pp_cache,
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@ -186,11 +185,10 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
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lock.unlock();
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if (work.backend == Backend::OpenGL || work.backend == Backend::GLASM) {
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VideoCommon::Shader::Registry registry = *work.registry;
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const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, registry);
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const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, *work.registry);
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const auto scope = context->Acquire();
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auto program =
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OpenGL::BuildShader(*work.device, work.shader_type, work.uid, ir, registry);
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OpenGL::BuildShader(*work.device, work.shader_type, work.uid, ir, *work.registry);
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Result result{};
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result.backend = work.backend;
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result.cpu_address = work.cpu_address;
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@ -210,7 +208,6 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
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finished_work.push_back(std::move(result));
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}
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} else if (work.backend == Backend::Vulkan) {
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auto pipeline = std::make_unique<Vulkan::VKGraphicsPipeline>(
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*work.vk_device, *work.scheduler, *work.descriptor_pool,
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*work.update_descriptor_queue, *work.renderpass_cache, work.key, work.bindings,
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