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gl_shader_cache: Fix locker constructors
Properly pass engine when a shader is being constructed from memory.
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@ -394,7 +394,8 @@ Shader CachedShader::CreateStageFromMemory(const ShaderParameters& params,
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params.disk_cache.SaveRaw(ShaderDiskCacheRaw(
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params.unique_identifier, GetProgramType(program_type), program_code, program_code_b));
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ConstBufferLocker locker(GetEnginesShaderType(GetProgramType(program_type)));
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ConstBufferLocker locker(GetEnginesShaderType(GetProgramType(program_type)),
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params.system.GPU().Maxwell3D());
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const ShaderIR ir(program_code, STAGE_MAIN_OFFSET, COMPILER_SETTINGS, locker);
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// TODO(Rodrigo): Handle VertexA shaders
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// std::optional<ShaderIR> ir_b;
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@ -410,7 +411,8 @@ Shader CachedShader::CreateKernelFromMemory(const ShaderParameters& params, Prog
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params.disk_cache.SaveRaw(
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ShaderDiskCacheRaw(params.unique_identifier, ProgramType::Compute, code));
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ConstBufferLocker locker(Tegra::Engines::ShaderType::Compute);
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ConstBufferLocker locker(Tegra::Engines::ShaderType::Compute,
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params.system.GPU().KeplerCompute());
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const ShaderIR ir(code, KERNEL_MAIN_OFFSET, COMPILER_SETTINGS, locker);
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return std::shared_ptr<CachedShader>(new CachedShader(
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params, ProgramType::Compute, GLShader::GetEntries(ir), std::move(code), {}));
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