Add SPIRV cache to VkShaderCache
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6 changed files with 235 additions and 100 deletions
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@ -49,6 +49,7 @@
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#include "vulkan/pipelines/vk_renderpass.h"
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#include "vulkan/descriptorsets/vk_descriptorset.h"
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#include "vulkan/shaders/vk_shader.h"
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#include "vulkan/shaders/vk_shadercache.h"
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#include "vulkan/samplers/vk_samplers.h"
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#include "vulkan/textures/vk_renderbuffers.h"
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#include "vulkan/textures/vk_hwtexture.h"
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@ -185,6 +186,8 @@ VulkanRenderDevice::VulkanRenderDevice(void *hMonitor, bool fullscreen, std::sha
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}
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mUseRayQuery = vk_rayquery && mDevice->SupportsExtension(VK_KHR_RAY_QUERY_EXTENSION_NAME) && mDevice->PhysicalDevice.Features.RayQuery.rayQuery;
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mShaderCache = std::make_unique<VkShaderCache>(this);
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}
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VulkanRenderDevice::~VulkanRenderDevice()
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