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video_core/amdgpu: heuristic for shader binary info
Games can strip the first shader instruction (meant for debugging) which we rely on for obtaining shader information (e.g. LittleBigPlanet 3). For this reason, we start a search through the code start until we arrive at the shader binary info.
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@@ -292,8 +292,8 @@ bool PipelineCache::RefreshGraphicsKey() {
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return false;
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}
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const auto* bininfo = Liverpool::GetBinaryInfo(*pgm);
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if (!bininfo->Valid()) {
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const auto& bininfo = Liverpool::GetBinaryInfo(*pgm);
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if (!bininfo.Valid()) {
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LOG_WARNING(Render_Vulkan, "Invalid binary info structure!");
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key.stage_hashes[stage_out_idx] = 0;
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infos[stage_out_idx] = nullptr;
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