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Except that formats change between driver versions, among other things. I know of few games that aggregate their shaders, most just generate them during loading. There's a good chance you'd uncover some amusing bugs.


we are talking about caching TEV configuration, not compiled shaders. They were against this solution for ~3 years, how much coverage would they get in 3 years of users uploading missing Unique ID" objects?


The UID's are a dolphin invention, though, on the hardware level there are just a bunch of registers set. So either you store a complete dump of the cpu state for each shader configuration or you invalidate all shared shaders when dolphin internals change.


At the end of the day you still have to compile the shader though. A shader cache is the only way around that.


Yes, and the parent comments are talking about a way to make it possible to compile all the shaders on startup instead of in the middle of the game. Longer loading times > stuttering.




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