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graphics: serialize pipeline cache through its renderer owner
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@@ -4,7 +4,6 @@
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#include "common/abi.h"
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#include "common/assert.h"
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#include "common/common.h"
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#include "common/threads.h"
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#include "graphics/host_gpu/renderer/renderTarget.h"
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#include "graphics/host_gpu/vulkanCommon.h"
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#include "graphics/shader/shader.h"
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@@ -103,6 +102,7 @@ struct ShaderProgram {
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explicit operator bool() const { return id != 0 && module != nullptr; }
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};
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// The owning renderer serializes access, including saves while the GPU is running.
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class PipelineCache {
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public:
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explicit PipelineCache(GraphicContext& graphics);
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@@ -179,7 +179,6 @@ private:
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std::unordered_map<GraphicsPipelineKey, std::unique_ptr<Pipeline>, GraphicsPipelineKeyHash>
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m_graphics_pipelines;
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std::unordered_map<uint64_t, std::unique_ptr<Pipeline>> m_compute_pipelines;
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Common::Mutex m_mutex;
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void InitializeDriverCache();
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};
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