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Vulkan: Don't destroy the device's pipeline cache on MSAA mode change
The user could switch back again, and this would mean this data would be lost. Disk space is cheap, and it's not going to be much.
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@ -382,15 +382,6 @@ void ObjectCache::DestroyPipelineCache()
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m_pipeline_cache = VK_NULL_HANDLE;
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}
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void ObjectCache::ClearPipelineCache()
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{
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// Reallocate the pipeline cache object, so it starts fresh and we don't
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// save old pipelines to disk. This is for major changes, e.g. MSAA mode change.
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DestroyPipelineCache();
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if (!CreatePipelineCache(false))
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PanicAlert("Failed to re-create pipeline cache");
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}
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void ObjectCache::SavePipelineCache()
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{
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size_t data_size;
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@ -123,10 +123,6 @@ public:
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// otherwise for a cache hit it will be true.
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std::pair<VkPipeline, bool> GetPipelineWithCacheResult(const PipelineInfo& info);
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// Wipes out the pipeline cache, use when MSAA modes change, for example
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// Also destroys the data that would be stored in the disk cache.
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void ClearPipelineCache();
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// Saves the pipeline cache to disk. Call when shutting down.
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void SavePipelineCache();
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@ -1137,7 +1137,6 @@ void Renderer::CheckForConfigChanges()
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g_command_buffer_mgr->WaitForGPUIdle();
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RecompileShaders();
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FramebufferManager::GetInstance()->RecompileShaders();
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g_object_cache->ClearPipelineCache();
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g_object_cache->RecompileSharedShaders();
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StateTracker::GetInstance()->LoadPipelineUIDCache();
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}
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