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Vulkan: De-duplicate pipelines when storing cache
The new variety of renderpasses with different transitions causes duplication. Hopefully drivers are smart enough to re-use work between similar pipelines as much as possible...
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@@ -350,7 +350,7 @@ VulkanFragmentShader *ShaderManagerVulkan::GetFragmentShaderFromModule(VkShaderM
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// instantaneous.
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#define CACHE_HEADER_MAGIC 0xff51f420
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#define CACHE_VERSION 5
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#define CACHE_VERSION 6
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struct VulkanCacheHeader {
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uint32_t magic;
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uint32_t version;
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