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pipeline: persist shaders and pipelines per game and prewarm them at boot
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@@ -32,6 +32,7 @@ void BuildStageStaticKey(const ShaderComputeInputInfo& input_info, std::vector<u
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ShaderParams PrepareProgram(const HW::VertexShaderInfo& regs, const HW::Context& context,
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const HW::UserConfig& user_config, ShaderVertexInputInfo& input_info);
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// Each stage's tess holds the VGT fields; the caller adds the layout reflected from the programs.
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std::array<ShaderParams, 3>
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PrepareTessellationPrograms(const HW::VertexShaderInfo& regs, const HW::Context& context,
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std::array<ShaderVertexInputInfo, 3>& input_info);
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