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pipeline: persist shaders and pipelines per game and prewarm them at boot
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@@ -10,10 +10,10 @@
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namespace Libs::Graphics {
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RenderContext::RenderContext(GraphicContext& graphics)
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RenderContext::RenderContext(GraphicContext& graphics, const std::filesystem::path& shader_store)
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: m_graphics(graphics), m_render_executor(*this), m_command_scheduler(*this, graphics),
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m_descriptor_heap(graphics, m_command_scheduler.GetMasterSemaphore()),
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m_pipeline_cache(graphics, &m_image_heap), m_sampler_cache(graphics),
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m_pipeline_cache(graphics, &m_image_heap, shader_store), m_sampler_cache(graphics),
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m_buffer_cache(graphics, m_command_scheduler, m_page_manager, m_texture_cache),
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m_texture_cache(graphics, m_command_scheduler, m_page_manager, m_buffer_cache),
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m_image_heap(*this, m_page_manager), m_occlusion_queries(graphics, m_command_scheduler) {
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