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brianosmanSkia Commit-Bot
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Fix caching of HLSL in D3D backend
We were always tagging the stored shaders as SkSL, so they (naturally) didn't compile when we loaded them. Change-Id: I96062808751b6233c9e90b29150f66270d0dd198 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/296836 Commit-Queue: Brian Osman <brianosman@google.com> Commit-Queue: Greg Daniel <egdaniel@google.com> Auto-Submit: Brian Osman <brianosman@google.com> Reviewed-by: Greg Daniel <egdaniel@google.com>
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src/gpu/d3d/GrD3DPipelineStateBuilder.cpp

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Original file line numberDiff line numberDiff line change
@@ -628,7 +628,7 @@ sk_sp<GrD3DPipelineState> GrD3DPipelineStateBuilder::finalize() {
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sk_sp<SkData> key =
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SkData::MakeWithoutCopy(this->desc().asKey(), this->desc().initialKeyLength());
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sk_sp<SkData> data = GrPersistentCacheUtils::PackCachedShaders(
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cacheSkSL ? kSKSL_Tag : kSKSL_Tag, hlsl, inputs, kGrShaderTypeCount);
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cacheSkSL ? kSKSL_Tag : kHLSL_Tag, hlsl, inputs, kGrShaderTypeCount);
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persistentCache->store(*key, *data);
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}
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}

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