Only add shaders to precompiled cache if they are new
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061a33477f
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@ -573,20 +573,23 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
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result = r;
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} else {
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// Unsupported shader type got stored somehow so nuke the cache
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LOG_CRITICAL(Frontend, "failed to load raw programtype {}",
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static_cast<u32>(raw.GetProgramType()));
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LOG_ERROR(Frontend, "failed to load raw programtype {}",
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static_cast<u32>(raw.GetProgramType()));
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compilation_failed = true;
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return;
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}
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if (handle == 0) {
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LOG_CRITICAL(Frontend, "compilation from raw failed {:x} {:x}",
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raw.GetProgramCode().at(0), raw.GetProgramCode().at(1));
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LOG_ERROR(Frontend, "compilation from raw failed {:x} {:x}",
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raw.GetProgramCode().at(0), raw.GetProgramCode().at(1));
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compilation_failed = true;
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return;
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}
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disk_cache.SaveDecompiled(unique_identifier, *result);
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disk_cache.SaveDump(unique_identifier, handle);
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precompiled_cache_altered = true;
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// If this is a new shader, add it the precompiled cache
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if (result) {
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disk_cache.SaveDecompiled(unique_identifier, *result);
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disk_cache.SaveDump(unique_identifier, handle);
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precompiled_cache_altered = true;
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}
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if (callback) {
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callback(VideoCore::LoadCallbackStage::Build, i, raws.size());
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