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vk: Clean up some leftovers from shader decompiler rewrites
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parent
d3686dbb75
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@ -1016,7 +1016,7 @@ void VKGSRender::on_init_thread()
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if (!m_overlay_manager)
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{
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m_frame->hide();
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m_shaders_cache->load(nullptr, *m_device, pipeline_layout);
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m_shaders_cache->load(nullptr, pipeline_layout);
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m_frame->show();
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}
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else
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@ -1024,7 +1024,7 @@ void VKGSRender::on_init_thread()
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rsx::shader_loading_dialog_native dlg(this);
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// TODO: Handle window resize messages during loading on GPUs without OUT_OF_DATE_KHR support
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m_shaders_cache->load(&dlg, *m_device, pipeline_layout);
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m_shaders_cache->load(&dlg, pipeline_layout);
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}
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}
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@ -1634,7 +1634,7 @@ bool VKGSRender::load_program()
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vertex_program.skip_vertex_input_check = true;
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fragment_program.unnormalized_coords = 0;
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m_program = m_prog_buffer->get_graphics_pipeline(vertex_program, fragment_program, properties,
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shadermode != shader_mode::recompiler, true, *m_device, pipeline_layout);
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shadermode != shader_mode::recompiler, true, pipeline_layout);
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vk::leave_uninterruptible();
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@ -50,7 +50,7 @@ namespace vk
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const vk::pipeline_props& pipelineProperties,
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bool compile_async,
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std::function<pipeline_type*(pipeline_storage_type&)> callback,
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VkDevice dev, VkPipelineLayout common_pipeline_layout)
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VkPipelineLayout common_pipeline_layout)
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{
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const auto compiler_flags = compile_async ? vk::pipe_compiler::COMPILE_DEFERRED : vk::pipe_compiler::COMPILE_INLINE;
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VkShaderModule modules[2] = { vertexProgramData.handle, fragmentProgramData.handle };
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@ -66,7 +66,7 @@ namespace vk
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CHECK_RESULT(vkCreatePipelineLayout(dev, &layout_info, nullptr, &m_pipeline_layout));
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}
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void init_program(vk::render_device &dev)
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void init_program()
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{
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std::string vs =
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{
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@ -266,7 +266,7 @@ namespace vk
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m_uniform_buffer_size = 983040;
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init_descriptor_set(dev);
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init_program(dev);
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init_program();
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GlyphManager glyph_source;
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auto points = glyph_source.generate_point_map();
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