[GPU] Add vulkan shader disk storage / startup loading
Big refactor of the shader storage to allow both backends to share code
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@@ -108,6 +108,15 @@ void VulkanCommandProcessor::TracePlaybackWroteMemory(uint32_t base_ptr,
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primitive_processor_->MemoryInvalidationCallback(base_ptr, length, true);
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}
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void VulkanCommandProcessor::InitializeShaderStorage(
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const std::filesystem::path& cache_root, uint32_t title_id, bool blocking,
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std::function<void()> completion_callback) {
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CommandProcessor::InitializeShaderStorage(cache_root, title_id, blocking,
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nullptr);
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pipeline_cache_->InitializeShaderStorage(cache_root, title_id, blocking,
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std::move(completion_callback));
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}
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void VulkanCommandProcessor::RestoreEdramSnapshot(const void* snapshot) {}
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std::string VulkanCommandProcessor::GetWindowTitleText() const {
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