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pipeline: persist shaders and pipelines per game and prewarm them at boot
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@@ -80,6 +80,7 @@ static void PrintUsage() {
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::printf(" --gpu-assisted-validation Bounds-check shader accesses on the GPU.\n"
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" Implies --vulkan-validation; very slow.\n");
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::printf(" --shader-validation Enable shader validation.\n");
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::printf(" --shader-cache Keep compiled shaders and pipelines between boots.\n");
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::printf(" --tessellation Draw tessellation patches; skipped by default.\n");
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::printf(" --occlusion-queries Count occlusion query samples on the GPU.\n");
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::printf(" --shader-optimization-type <value> None, Size, or Performance.\n");
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@@ -205,6 +206,7 @@ static constexpr Flag FLAGS[] = {
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{"--vulkan-validation", &ConfigOptions::vulkan_validation_enabled},
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{"--gpu-assisted-validation", &ConfigOptions::gpu_assisted_validation_enabled},
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{"--shader-validation", &ConfigOptions::shader_validation_enabled},
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{"--shader-cache", &ConfigOptions::shader_cache_enabled},
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{"--tessellation", &ConfigOptions::tessellation_enabled},
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{"--occlusion-queries", &ConfigOptions::occlusion_queries_enabled},
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{"--command-buffer-dump", &ConfigOptions::command_buffer_dump_enabled},
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