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Runtime shader cache fixes
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@@ -41,6 +41,8 @@ IGraphicsDataFactory* _NewGLDataFactory(IGraphicsContext* parent, uint32_t drawS
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IGraphicsCommandQueue* _NewVulkanCommandQueue(VulkanContext* ctx,
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VulkanContext::Window* windowCtx,
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IGraphicsContext* parent);
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IGraphicsDataFactory* _NewVulkanDataFactory(IGraphicsContext* parent, VulkanContext* ctx,
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uint32_t drawSamples);
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#endif
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struct GraphicsContextWin32 : IGraphicsContext
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@@ -597,7 +599,7 @@ public:
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m_ctx->initSwapChain(*m_windowCtx, m_surface, m_format, m_colorspace);
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m_dataFactory = new class VulkanDataFactory(this, m_ctx, m_sampleCount);
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m_dataFactory = _NewVulkanDataFactory(this, m_ctx, m_sampleCount);
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m_commandQueue = _NewVulkanCommandQueue(m_ctx, m_ctx->m_windows[m_parentWindow].get(), this);
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return true;
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}
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