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ppsspp/Common
Henrik RydgårdandClaude Opus 5.5 8b4e93021e Vulkan: Cache compiled SPIR-V so shaders skip glslang on later runs
GLSLtoSPV takes an optional SPIRVCache, keyed on a 32-bit hash of the
source, stage and variant, plus the source length. A changed shader
simply misses. thin3d's shaders and the other fixed ones use a global
cache in PSP/SYSTEM/CACHE/vulkan_spirv.cache, loaded on first use and
saved after graphics init, when a game's cache is saved, and at
shutdown; it's flushed once it reaches 32 entries, about twice what a
session compiles, so outdated ones don't pile up. Game shaders keep
theirs in the .vkshadercache, ahead of the shader IDs so that the
compiles on load find it (version 60), and only what the session used
is saved.

A cold glslang costs about 40ms before its first shader here, and
0.3-0.9ms per shader after that.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
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