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https://github.com/KytyPS5/KytyPS5.git
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pipeline: persist shaders and pipelines per game and prewarm them at boot
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@@ -2,8 +2,10 @@
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#define EMULATOR_INCLUDE_EMULATOR_GRAPHICS_SHADER_RECOMPILER_SERIALIZE_H_
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#include "common/assert.h"
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#include "graphics/shader/recompiler/backend/spirv/SpirvEmitter.h"
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#include "graphics/shader/recompiler/ir/ShaderIR.h"
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#include "graphics/shader/recompiler/ir/passes/ResourceMaterialization.h"
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#include "graphics/shader/rectListShader.h"
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#include <algorithm>
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#include <bit>
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@@ -167,6 +169,11 @@ KYTY_IO_FIELDS(ResourceSpecialization::Buffer, a, b, c, d, e, f, g, h)
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KYTY_IO_FIELDS(ResourceSpecialization::Image, a, b, c, d, e, f, g, h, i, j, k)
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KYTY_IO_FIELDS(ResourceSpecialization::Sampler, a, b, c)
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KYTY_IO_FIELDS(ResourceSpecialization, a, b, c)
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KYTY_IO_FIELDS(Bindings, a, b, c, d, e)
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KYTY_IO_FIELDS(CompiledShaderInfo, a, b, c, d, e, f, g, h, i, j)
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KYTY_IO_FIELDS(Spirv::Profile, a, b, c)
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KYTY_IO_FIELDS(ShaderTessellationInputInfo, a, b, c, d, e, f, g, h, i)
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KYTY_IO_FIELDS(RectListParameter, a, b, c)
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#undef KYTY_IO_FIELDS
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} // namespace Libs::Graphics::ShaderRecompiler::IR
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