Add shader disk caching
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@ -22,6 +22,7 @@ std::atomic<bool> g_hw_renderer_enabled;
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std::atomic<bool> g_shader_jit_enabled;
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std::atomic<bool> g_hw_shader_enabled;
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std::atomic<bool> g_hw_shader_accurate_mul;
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std::atomic<bool> g_use_disk_shader_cache;
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std::atomic<bool> g_renderer_bg_color_update_requested;
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std::atomic<bool> g_renderer_sampler_update_requested;
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std::atomic<bool> g_renderer_shader_update_requested;
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@ -34,16 +35,16 @@ Layout::FramebufferLayout g_screenshot_framebuffer_layout;
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Memory::MemorySystem* g_memory;
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/// Initialize the video core
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Core::System::ResultStatus Init(Frontend::EmuWindow& emu_window, Memory::MemorySystem& memory) {
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ResultStatus Init(Frontend::EmuWindow& emu_window, Memory::MemorySystem& memory) {
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g_memory = &memory;
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Pica::Init();
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OpenGL::GLES = Settings::values.use_gles;
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g_renderer = std::make_unique<OpenGL::RendererOpenGL>(emu_window);
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Core::System::ResultStatus result = g_renderer->Init();
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ResultStatus result = g_renderer->Init();
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if (result != Core::System::ResultStatus::Success) {
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if (result != ResultStatus::Success) {
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LOG_ERROR(Render, "initialization failed !");
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} else {
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LOG_DEBUG(Render, "initialized OK");
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