Vulkan: Move shader/pipeline-related methods to ShaderCache
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@@ -299,7 +299,7 @@ bool TextureCache::CompileShaders()
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}
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)";
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std::string header = g_object_cache->GetUtilityShaderHeader();
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std::string header = g_shader_cache->GetUtilityShaderHeader();
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std::string source;
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source = header + COPY_SHADER_SOURCE;
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@@ -385,8 +385,8 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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UtilityShaderDraw draw(command_buffer,
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g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_PUSH_CONSTANT),
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m_render_pass, g_object_cache->GetPassthroughVertexShader(),
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g_object_cache->GetPassthroughGeometryShader(),
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m_render_pass, g_shader_cache->GetPassthroughVertexShader(),
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g_shader_cache->GetPassthroughGeometryShader(),
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is_depth_copy ? m_efb_depth_to_tex_shader : m_efb_color_to_tex_shader);
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draw.SetPushConstants(colmat, (is_depth_copy ? sizeof(float) * 20 : sizeof(float) * 28));
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