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Abstract out pipeline-compile-time GPU state accesses
Introduces the base abstractions that will be used for pipeline caching, with a 'PipelineStateBundle' that can be (de)serialised to/from disk and an abstract accessor class to allow switching between creating disk-cached pipelines and fresh ones.
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@ -136,6 +136,7 @@ namespace skyline::gpu {
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.scissorCount = 1
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};
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std::array<vk::Format, 1> colorFormats{colorAttachment ? colorAttachment->format->vkFormat : vk::Format::eUndefined};
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return gpu.graphicsPipelineCache.GetCompiledPipeline(cache::GraphicsPipelineCache::PipelineState{
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.shaderStages = shaderStages,
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.vertexState = vertexState,
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@ -147,8 +148,8 @@ namespace skyline::gpu {
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.depthStencilState = depthStencilState,
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.colorBlendState = blendState,
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.dynamicState = {},
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.colorAttachments = span<TextureView *>{colorAttachment},
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.depthStencilAttachment = depthStencilAttachment,
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.colorFormats = colorFormats,
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.depthStencilFormat = depthStencilAttachment ? depthStencilAttachment->format->vkFormat : vk::Format::eUndefined,
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}, layoutBindings, pushConstantRanges, true);
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}
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