gl_shader_disk_cache.cpp: Flush transferable_file and precompiled_file more often (#6483)
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@ -372,6 +372,7 @@ void ShaderDiskCache::SaveRaw(const ShaderDiskCacheRaw& entry) {
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return;
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}
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transferable.insert({id, entry});
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transferable_file.Flush();
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}
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void ShaderDiskCache::SaveDecompiled(u64 unique_identifier,
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@ -439,6 +440,8 @@ void ShaderDiskCache::SaveDumpToFile(u64 unique_identifier, GLuint program, bool
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// SaveDecompiled is used only to store the accurate multiplication setting, a better way is to
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// probably change the header in SaveDump
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SaveDecompiledToFile(precompiled_file, unique_identifier, {}, sanitize_mul);
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precompiled_file.Flush();
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}
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bool ShaderDiskCache::IsUsable() const {
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