Vulkan: Don't save/load pipeline UID cache when shader cache is disabled
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@ -143,14 +143,17 @@ void StateTracker::ReloadPipelineUIDCache()
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StateTracker* this_ptr;
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StateTracker* this_ptr;
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};
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};
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m_uid_cache.Sync();
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m_uid_cache.Close();
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// UID caches don't contain any host state, so use a single uid cache per gameid.
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// UID caches don't contain any host state, so use a single uid cache per gameid.
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std::string filename = g_object_cache->GetDiskCacheFileName("pipeline-uid", true, false);
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std::string filename = g_object_cache->GetDiskCacheFileName("pipeline-uid", true, false);
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if (g_ActiveConfig.bShaderCache)
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{
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PipelineInserter inserter(this);
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PipelineInserter inserter(this);
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// OpenAndRead calls Close() first, which will flush all data to disk when reloading.
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// This assertion must hold true, otherwise data corruption will result.
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m_uid_cache.OpenAndRead(filename, inserter);
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m_uid_cache.OpenAndRead(filename, inserter);
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}
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}
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}
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void StateTracker::AppendToPipelineUIDCache(const PipelineInfo& info)
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void StateTracker::AppendToPipelineUIDCache(const PipelineInfo& info)
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{
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{
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@ -887,7 +890,7 @@ VkPipeline StateTracker::GetPipelineAndCacheUID(const PipelineInfo& info)
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auto result = g_object_cache->GetPipelineWithCacheResult(info);
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auto result = g_object_cache->GetPipelineWithCacheResult(info);
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// Add to the UID cache if it is a new pipeline.
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// Add to the UID cache if it is a new pipeline.
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if (!result.second)
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if (!result.second && g_ActiveConfig.bShaderCache)
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AppendToPipelineUIDCache(info);
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AppendToPipelineUIDCache(info);
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return result.first;
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return result.first;
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