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					// Licensed under GPLv2 or any later version
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					// Licensed under GPLv2 or any later version
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					// Refer to the license.txt file included.
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					// Refer to the license.txt file included.
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					#include <chrono>
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					#include <condition_variable>
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					#include <condition_variable>
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					#include <mutex>
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					#include <mutex>
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					#include <thread>
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					#include <thread>
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					@ -111,38 +110,44 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
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					                                     VideoCommon::Shader::CompilerSettings compiler_settings,
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					                                     VideoCommon::Shader::CompilerSettings compiler_settings,
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					                                     const VideoCommon::Shader::Registry& registry,
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					                                     const VideoCommon::Shader::Registry& registry,
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					                                     VAddr cpu_addr) {
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					                                     VAddr cpu_addr) {
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					    auto params = std::make_unique<WorkerParams>();
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					    WorkerParams params{
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					    params->backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL;
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					        .backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL,
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					    params->device = &device;
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					        .device = &device,
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					    params->shader_type = shader_type;
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					        .shader_type = shader_type,
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					    params->uid = uid;
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					        .uid = uid,
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					    params->code = std::move(code);
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					        .code = std::move(code),
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					    params->code_b = std::move(code_b);
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					        .code_b = std::move(code_b),
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					    params->main_offset = main_offset;
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					        .main_offset = main_offset,
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					    params->compiler_settings = compiler_settings;
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					        .compiler_settings = compiler_settings,
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					    params->registry = ®istry;
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					        .registry = ®istry,
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					    params->cpu_address = cpu_addr;
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					        .cpu_address = cpu_addr,
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					    };
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					    std::unique_lock lock(queue_mutex);
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					    std::unique_lock lock(queue_mutex);
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					    pending_queue.push(std::move(params));
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					    pending_queue.push(std::move(params));
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					    cv.notify_one();
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					    cv.notify_one();
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					}
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					}
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					void AsyncShaders::QueueVulkanShader(
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					void AsyncShaders::QueueVulkanShader(Vulkan::VKPipelineCache* pp_cache,
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					    Vulkan::VKPipelineCache* pp_cache, std::vector<VkDescriptorSetLayoutBinding> bindings,
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					                                     const Vulkan::VKDevice& device, Vulkan::VKScheduler& scheduler,
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					    Vulkan::SPIRVProgram program, Vulkan::RenderPassParams renderpass_params, u32 padding,
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					                                     Vulkan::VKDescriptorPool& descriptor_pool,
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					    std::array<GPUVAddr, Vulkan::Maxwell::MaxShaderProgram> shaders,
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					                                     Vulkan::VKUpdateDescriptorQueue& update_descriptor_queue,
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					    Vulkan::FixedPipelineState fixed_state) {
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					                                     Vulkan::VKRenderPassCache& renderpass_cache,
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					                                     std::vector<VkDescriptorSetLayoutBinding> bindings,
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					    auto params = std::make_unique<WorkerParams>();
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					                                     Vulkan::SPIRVProgram program,
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					                                     Vulkan::GraphicsPipelineCacheKey key) {
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					    params->backend = Backend::Vulkan;
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					    params->pp_cache = pp_cache;
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					    WorkerParams params{
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					    params->bindings = bindings;
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					        .backend = Backend::Vulkan,
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					    params->program = program;
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					        .pp_cache = pp_cache,
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					    params->renderpass_params = renderpass_params;
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					        .vk_device = &device,
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					    params->padding = padding;
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					        .scheduler = &scheduler,
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					    params->shaders = shaders;
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					        .descriptor_pool = &descriptor_pool,
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					    params->fixed_state = fixed_state;
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					        .update_descriptor_queue = &update_descriptor_queue,
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					        .renderpass_cache = &renderpass_cache,
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					        .bindings = bindings,
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					        .program = program,
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					        .key = key,
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					    };
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					    std::unique_lock lock(queue_mutex);
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					    std::unique_lock lock(queue_mutex);
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					    pending_queue.push(std::move(params));
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					    pending_queue.push(std::move(params));
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					@ -150,7 +155,6 @@ void AsyncShaders::QueueVulkanShader(
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					}
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					}
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					void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) {
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					void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context) {
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					    using namespace std::chrono_literals;
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					    while (!is_thread_exiting.load(std::memory_order_relaxed)) {
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					    while (!is_thread_exiting.load(std::memory_order_relaxed)) {
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					        std::unique_lock lock{queue_mutex};
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					        std::unique_lock lock{queue_mutex};
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					        cv.wait(lock, [this] { return HasWorkQueued() || is_thread_exiting; });
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					        cv.wait(lock, [this] { return HasWorkQueued() || is_thread_exiting; });
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					@ -168,53 +172,43 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
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					        }
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					        }
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					        // Pull work from queue
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					        // Pull work from queue
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					        auto work = std::move(pending_queue.front());
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					        WorkerParams work = std::move(pending_queue.front());
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					        pending_queue.pop();
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					        pending_queue.pop();
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					        lock.unlock();
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					        lock.unlock();
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					        if (work->backend == Backend::OpenGL || work->backend == Backend::GLASM) {
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					        if (work.backend == Backend::OpenGL || work.backend == Backend::GLASM) {
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					            VideoCommon::Shader::Registry registry = *work->registry;
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					            VideoCommon::Shader::Registry registry = *work.registry;
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					            const ShaderIR ir(work->code, work->main_offset, work->compiler_settings, registry);
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					            const ShaderIR ir(work.code, work.main_offset, work.compiler_settings, registry);
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					            const auto scope = context->Acquire();
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					            const auto scope = context->Acquire();
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					            auto program =
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					            auto program =
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					                OpenGL::BuildShader(*work->device, work->shader_type, work->uid, ir, registry);
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					                OpenGL::BuildShader(*work.device, work.shader_type, work.uid, ir, registry);
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					            Result result{};
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					            Result result{};
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					            result.backend = work->backend;
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					            result.backend = work.backend;
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					            result.cpu_address = work->cpu_address;
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					            result.cpu_address = work.cpu_address;
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					            result.uid = work->uid;
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					            result.uid = work.uid;
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					            result.code = std::move(work->code);
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					            result.code = std::move(work.code);
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					            result.code_b = std::move(work->code_b);
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					            result.code_b = std::move(work.code_b);
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					            result.shader_type = work->shader_type;
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					            result.shader_type = work.shader_type;
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					            if (work->backend == Backend::OpenGL) {
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					            if (work.backend == Backend::OpenGL) {
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					                result.program.opengl = std::move(program->source_program);
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					                result.program.opengl = std::move(program->source_program);
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					            } else if (work->backend == Backend::GLASM) {
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					            } else if (work.backend == Backend::GLASM) {
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					                result.program.glasm = std::move(program->assembly_program);
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					                result.program.glasm = std::move(program->assembly_program);
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					            }
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					            }
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					            work.reset();
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					            {
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					            {
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					                std::unique_lock complete_lock(completed_mutex);
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					                std::unique_lock complete_lock(completed_mutex);
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					                finished_work.push_back(std::move(result));
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					                finished_work.push_back(std::move(result));
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					            }
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					            }
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					        } else if (work->backend == Backend::Vulkan) {
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					        } else if (work.backend == Backend::Vulkan) {
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					            Vulkan::GraphicsPipelineCacheKey params_key{
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					                .renderpass_params = work->renderpass_params,
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					                .padding = work->padding,
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					                .shaders = work->shaders,
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					                .fixed_state = work->fixed_state,
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					            };
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					            auto pipeline = std::make_unique<Vulkan::VKGraphicsPipeline>(
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					            auto pipeline = std::make_unique<Vulkan::VKGraphicsPipeline>(
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					                work->pp_cache->GetDevice(), work->pp_cache->GetScheduler(),
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					                *work.vk_device, *work.scheduler, *work.descriptor_pool,
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					                work->pp_cache->GetDescriptorPool(), work->pp_cache->GetUpdateDescriptorQueue(),
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					                *work.update_descriptor_queue, *work.renderpass_cache, work.key, work.bindings,
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					                work->pp_cache->GetRenderpassCache(), params_key, work->bindings, work->program);
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					                work.program);
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					            work->pp_cache->EmplacePipeline(std::move(pipeline));
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					            work.pp_cache->EmplacePipeline(std::move(pipeline));
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					            work.reset();
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					        }
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					        }
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					        // Give a chance for another thread to get work.
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					        std::this_thread::yield();
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					    }
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					    }
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					}
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					}
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