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pipeline: log real shader compiles to the console
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@@ -200,6 +200,8 @@ private:
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GraphicContext& m_graphics;
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ShaderRecompiler::IR::ImageHeapSource* m_image_heap;
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std::unordered_map<ProgramKey, Program, ProgramKeyHash> m_program_cache;
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// Modules compiled per stage.
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std::array<uint32_t, static_cast<size_t>(ShaderType::TessellationEvaluation) + 1> m_compiled {};
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ProgramKey m_lookup_key;
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vk::PipelineCache m_driver_cache = nullptr;
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std::filesystem::path m_driver_cache_path;
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