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https://github.com/cemu-project/Cemu.git
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Remove unused isRendererThread argument from PreponeCompilation
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parent
f6610b5b0c
commit
25c8f0a5ff
10 changed files with 22 additions and 22 deletions
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@ -767,7 +767,7 @@ LatteDecompilerShader* LatteShader_CompileSeparableVertexShader(uint64 baseHash,
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if (g_renderer->GetType() == RendererAPI::OpenGL)
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if (g_renderer->GetType() == RendererAPI::OpenGL)
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{
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{
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if (vertexShader->shader)
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if (vertexShader->shader)
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vertexShader->shader->PreponeCompilation(true);
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vertexShader->shader->PreponeCompilation();
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LatteShader_FinishCompilation(vertexShader);
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LatteShader_FinishCompilation(vertexShader);
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}
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}
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@ -796,7 +796,7 @@ LatteDecompilerShader* LatteShader_CompileSeparableGeometryShader(uint64 baseHas
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if (g_renderer->GetType() == RendererAPI::OpenGL)
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if (g_renderer->GetType() == RendererAPI::OpenGL)
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{
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{
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if (geometryShader->shader)
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if (geometryShader->shader)
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geometryShader->shader->PreponeCompilation(true);
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geometryShader->shader->PreponeCompilation();
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LatteShader_FinishCompilation(geometryShader);
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LatteShader_FinishCompilation(geometryShader);
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}
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}
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@ -825,7 +825,7 @@ LatteDecompilerShader* LatteShader_CompileSeparablePixelShader(uint64 baseHash,
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if (g_renderer->GetType() == RendererAPI::OpenGL)
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if (g_renderer->GetType() == RendererAPI::OpenGL)
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{
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{
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if (pixelShader->shader)
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if (pixelShader->shader)
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pixelShader->shader->PreponeCompilation(true);
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pixelShader->shader->PreponeCompilation();
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LatteShader_FinishCompilation(pixelShader);
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LatteShader_FinishCompilation(pixelShader);
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}
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}
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@ -868,7 +868,7 @@ RendererShaderGL* rectsEmulationGS_generateShaderGL(LatteDecompilerShader* verte
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gsSrc.append("}\r\n");
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gsSrc.append("}\r\n");
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auto glShader = new RendererShaderGL(RendererShader::ShaderType::kGeometry, 0, 0, false, false, gsSrc);
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auto glShader = new RendererShaderGL(RendererShader::ShaderType::kGeometry, 0, 0, false, false, gsSrc);
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glShader->PreponeCompilation(true);
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glShader->PreponeCompilation();
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return glShader;
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return glShader;
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}
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}
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@ -157,7 +157,7 @@ RendererShaderGL::~RendererShaderGL()
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glDeleteProgram(m_program);
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glDeleteProgram(m_program);
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}
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}
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void RendererShaderGL::PreponeCompilation(bool isRenderThread)
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void RendererShaderGL::PreponeCompilation()
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{
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{
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// the logic for initiating compilation is currently in the constructor
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// the logic for initiating compilation is currently in the constructor
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// here we only guarantee that it is finished before we return
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// here we only guarantee that it is finished before we return
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@ -10,7 +10,7 @@ public:
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virtual ~RendererShaderGL();
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virtual ~RendererShaderGL();
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void PreponeCompilation(bool isRenderThread) override;
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void PreponeCompilation() override;
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bool IsCompiled() override;
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bool IsCompiled() override;
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bool WaitForCompiled() override;
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bool WaitForCompiled() override;
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@ -121,8 +121,8 @@ RendererOutputShader::RendererOutputShader(const std::string& vertex_source, con
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m_vertex_shader.reset(g_renderer->shader_create(RendererShader::ShaderType::kVertex, 0, 0, vertex_source, false, false));
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m_vertex_shader.reset(g_renderer->shader_create(RendererShader::ShaderType::kVertex, 0, 0, vertex_source, false, false));
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m_fragment_shader.reset(g_renderer->shader_create(RendererShader::ShaderType::kFragment, 0, 0, finalFragmentSrc, false, false));
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m_fragment_shader.reset(g_renderer->shader_create(RendererShader::ShaderType::kFragment, 0, 0, finalFragmentSrc, false, false));
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m_vertex_shader->PreponeCompilation(true);
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m_vertex_shader->PreponeCompilation();
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m_fragment_shader->PreponeCompilation(true);
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m_fragment_shader->PreponeCompilation();
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if (!m_vertex_shader->WaitForCompiled())
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if (!m_vertex_shader->WaitForCompiled())
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throw std::exception();
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throw std::exception();
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@ -14,7 +14,7 @@ public:
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ShaderType GetType() const { return m_type; }
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ShaderType GetType() const { return m_type; }
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virtual void PreponeCompilation(bool isRenderThread) = 0; // if shader not yet compiled, compile it synchronously (if possible) or alternatively wait for compilation. After this function IsCompiled() is guaranteed to be true
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virtual void PreponeCompilation() = 0; // if shader not yet compiled, compile it synchronously (if possible) or alternatively wait for compilation. After this function IsCompiled() is guaranteed to be true
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virtual bool IsCompiled() = 0;
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virtual bool IsCompiled() = 0;
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virtual bool WaitForCompiled() = 0;
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virtual bool WaitForCompiled() = 0;
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@ -174,7 +174,7 @@ public:
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job->m_compilationState.setValue(RendererShaderVk::COMPILATION_STATE::COMPILING);
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job->m_compilationState.setValue(RendererShaderVk::COMPILATION_STATE::COMPILING);
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s_compilationQueueMutex.unlock();
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s_compilationQueueMutex.unlock();
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// compile
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// compile
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job->CompileInternal(false);
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job->CompileInternal();
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++g_compiled_shaders_async;
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++g_compiled_shaders_async;
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// mark as compiled
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// mark as compiled
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cemu_assert_debug(job->m_compilationState.getValue() == RendererShaderVk::COMPILATION_STATE::COMPILING);
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cemu_assert_debug(job->m_compilationState.getValue() == RendererShaderVk::COMPILATION_STATE::COMPILING);
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@ -280,7 +280,7 @@ void RendererShaderVk::FinishCompilation()
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m_glslCode.shrink_to_fit();
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m_glslCode.shrink_to_fit();
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}
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}
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void RendererShaderVk::CompileInternal(bool isRenderThread)
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void RendererShaderVk::CompileInternal()
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{
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{
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// try to retrieve SPIR-V module from cache
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// try to retrieve SPIR-V module from cache
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if (s_isLoadingShadersVk && (m_isGameShader && !m_isGfxPackShader) && s_spirvCache)
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if (s_isLoadingShadersVk && (m_isGameShader && !m_isGfxPackShader) && s_spirvCache)
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@ -412,7 +412,7 @@ void RendererShaderVk::CompileInternal(bool isRenderThread)
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FinishCompilation();
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FinishCompilation();
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}
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}
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void RendererShaderVk::PreponeCompilation(bool isRenderThread)
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void RendererShaderVk::PreponeCompilation()
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{
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{
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ShaderVkThreadPool.s_compilationQueueMutex.lock();
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ShaderVkThreadPool.s_compilationQueueMutex.lock();
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bool isStillQueued = m_compilationState.hasState(COMPILATION_STATE::QUEUED);
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bool isStillQueued = m_compilationState.hasState(COMPILATION_STATE::QUEUED);
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@ -432,7 +432,7 @@ void RendererShaderVk::PreponeCompilation(bool isRenderThread)
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else
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else
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{
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{
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// compile synchronously
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// compile synchronously
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CompileInternal(isRenderThread);
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CompileInternal();
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m_compilationState.setValue(COMPILATION_STATE::DONE);
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m_compilationState.setValue(COMPILATION_STATE::DONE);
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}
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}
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}
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}
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@ -52,12 +52,12 @@ public:
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s_dependencyLock.unlock();
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s_dependencyLock.unlock();
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}
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}
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void PreponeCompilation(bool isRenderThread) override;
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void PreponeCompilation() override;
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bool IsCompiled() override;
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bool IsCompiled() override;
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bool WaitForCompiled() override;
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bool WaitForCompiled() override;
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private:
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private:
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void CompileInternal(bool isRenderThread);
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void CompileInternal();
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void FinishCompilation();
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void FinishCompilation();
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@ -159,7 +159,7 @@ RendererShaderVk* rectsEmulationGS_generate(LatteDecompilerShader* vertexShader,
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gsSrc.append("}\r\n");
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gsSrc.append("}\r\n");
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auto vkShader = new RendererShaderVk(RendererShader::ShaderType::kGeometry, 0, 0, false, false, gsSrc);
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auto vkShader = new RendererShaderVk(RendererShader::ShaderType::kGeometry, 0, 0, false, false, gsSrc);
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vkShader->PreponeCompilation(true);
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vkShader->PreponeCompilation();
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return vkShader;
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return vkShader;
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}
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}
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@ -966,11 +966,11 @@ bool PipelineCompiler::Compile(bool forceCompile, bool isRenderThread, bool show
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{
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{
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// if some shader stages are not compiled yet, compile them now
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// if some shader stages are not compiled yet, compile them now
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if (m_vkVertexShader && m_vkVertexShader->IsCompiled() == false)
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if (m_vkVertexShader && m_vkVertexShader->IsCompiled() == false)
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m_vkVertexShader->PreponeCompilation(isRenderThread);
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m_vkVertexShader->PreponeCompilation();
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if (m_vkPixelShader && m_vkPixelShader->IsCompiled() == false)
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if (m_vkPixelShader && m_vkPixelShader->IsCompiled() == false)
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m_vkPixelShader->PreponeCompilation(isRenderThread);
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m_vkPixelShader->PreponeCompilation();
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if (m_vkGeometryShader && m_vkGeometryShader->IsCompiled() == false)
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if (m_vkGeometryShader && m_vkGeometryShader->IsCompiled() == false)
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m_vkGeometryShader->PreponeCompilation(isRenderThread);
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m_vkGeometryShader->PreponeCompilation();
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}
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}
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if (shaderStages.empty())
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if (shaderStages.empty())
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@ -181,7 +181,7 @@ RendererShaderVk* _vkGenSurfaceCopyShader_vs()
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std::string shaderStr(vsShaderSrc);
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std::string shaderStr(vsShaderSrc);
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auto vkShader = new RendererShaderVk(RendererShader::ShaderType::kVertex, 0, 0, false, false, shaderStr);
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auto vkShader = new RendererShaderVk(RendererShader::ShaderType::kVertex, 0, 0, false, false, shaderStr);
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vkShader->PreponeCompilation(true);
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vkShader->PreponeCompilation();
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return vkShader;
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return vkShader;
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}
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}
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@ -199,7 +199,7 @@ RendererShaderVk* _vkGenSurfaceCopyShader_ps_colorToDepth()
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std::string shaderStr(psShaderSrc);
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std::string shaderStr(psShaderSrc);
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auto vkShader = new RendererShaderVk(RendererShader::ShaderType::kFragment, 0, 0, false, false, shaderStr);
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auto vkShader = new RendererShaderVk(RendererShader::ShaderType::kFragment, 0, 0, false, false, shaderStr);
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vkShader->PreponeCompilation(true);
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vkShader->PreponeCompilation();
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return vkShader;
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return vkShader;
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}
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}
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@ -218,7 +218,7 @@ RendererShaderVk* _vkGenSurfaceCopyShader_ps_depthToColor()
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std::string shaderStr(psShaderSrc);
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std::string shaderStr(psShaderSrc);
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auto vkShader = new RendererShaderVk(RendererShader::ShaderType::kFragment, 0, 0, false, false, shaderStr);
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auto vkShader = new RendererShaderVk(RendererShader::ShaderType::kFragment, 0, 0, false, false, shaderStr);
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vkShader->PreponeCompilation(true);
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vkShader->PreponeCompilation();
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return vkShader;
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return vkShader;
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}
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}
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