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Fix size of cached compute shaders (#2548)
* Fix size of cached compute shaders * Missed one
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@ -179,7 +179,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
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program = new ShaderProgram(entry.Header.Stage, "");
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program = new ShaderProgram(entry.Header.Stage, "");
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shaderProgramInfo = hostShaderEntries[0].ToShaderProgramInfo();
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shaderProgramInfo = hostShaderEntries[0].ToShaderProgramInfo();
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ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);
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byte[] code = entry.Code.AsSpan().Slice(0, entry.Header.Size - entry.Header.Cb1DataSize).ToArray();
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ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, code);
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_cpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shader));
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_cpProgramsDiskCache.Add(key, new ShaderBundle(hostProgram, shader));
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@ -214,7 +216,9 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return true; // Exit early, the decoding step failed.
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return true; // Exit early, the decoding step failed.
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}
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}
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ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, entry.Code);
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byte[] code = entry.Code.AsSpan().Slice(0, entry.Header.Size - entry.Header.Cb1DataSize).ToArray();
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ShaderCodeHolder shader = new ShaderCodeHolder(program, shaderProgramInfo, code);
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Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest...");
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Logger.Info?.Print(LogClass.Gpu, $"Host shader {key} got invalidated, rebuilding from guest...");
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