ShaderCache: Write currently-known UIDs to cache when re-creating file
This way, if we load a UID cache where the data was incomplete (e.g. Dolphin crashed), we don't lose the existing UIDs which were previously at the beginning.
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@ -602,6 +602,12 @@ void ShaderCache::LoadPipelineUIDCache()
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m_gx_pipeline_uid_cache_file.WriteBytes(&CACHE_FILE_MAGIC, sizeof(GX_PIPELINE_UID_VERSION));
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m_gx_pipeline_uid_cache_file.WriteBytes(&CACHE_FILE_MAGIC, sizeof(GX_PIPELINE_UID_VERSION));
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m_gx_pipeline_uid_cache_file.WriteBytes(&GX_PIPELINE_UID_VERSION,
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m_gx_pipeline_uid_cache_file.WriteBytes(&GX_PIPELINE_UID_VERSION,
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sizeof(GX_PIPELINE_UID_VERSION));
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sizeof(GX_PIPELINE_UID_VERSION));
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// Write any current UIDs out to the file.
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// This way, if we load a UID cache where the data was incomplete (e.g. Dolphin crashed),
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// we don't lose the existing UIDs which were previously at the beginning.
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for (const auto& it : m_gx_pipeline_cache)
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AppendGXPipelineUID(it.first);
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}
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}
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}
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}
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