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				@ -111,20 +111,19 @@ void AsyncShaders::QueueOpenGLShader(const OpenGL::Device& device,
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				                                     VideoCommon::Shader::CompilerSettings compiler_settings,
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				                                     const VideoCommon::Shader::Registry& registry,
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				                                     VAddr cpu_addr) {
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				    WorkerParams params{device.UseAssemblyShaders() ? AsyncShaders::Backend::GLASM
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				                                                    : AsyncShaders::Backend::OpenGL,
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				                        &device,
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				                        shader_type,
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				                        uid,
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				                        std::move(code),
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				                        std::move(code_b),
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				                        main_offset,
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				                        compiler_settings,
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				                        ®istry,
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				                        cpu_addr};
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				    auto p = std::make_unique<WorkerParams>();
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				    p->backend = device.UseAssemblyShaders() ? Backend::GLASM : Backend::OpenGL;
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				    p->device = &device;
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				    p->shader_type = shader_type;
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				    p->uid = uid;
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				    p->code = std::move(code);
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				    p->code_b = std::move(code_b);
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				    p->main_offset = main_offset;
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				    p->compiler_settings = compiler_settings;
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				    p->registry = ®istry;
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				    p->cpu_address = cpu_addr;
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				    std::unique_lock lock(queue_mutex);
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				    pending_queue.push_back(std::move(params));
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				    pending_queue.push(std::move(p));
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				    cv.notify_one();
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				}
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				@ -134,19 +133,19 @@ void AsyncShaders::QueueVulkanShader(
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				    std::array<GPUVAddr, Vulkan::Maxwell::MaxShaderProgram> shaders,
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				    Vulkan::FixedPipelineState fixed_state) {
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				    WorkerParams params{
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				        .backend = AsyncShaders::Backend::Vulkan,
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				        .pp_cache = pp_cache,
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				        .bindings = bindings,
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				        .program = program,
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				        .renderpass_params = renderpass_params,
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				        .padding = padding,
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				        .shaders = shaders,
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				        .fixed_state = fixed_state,
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				    };
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				    auto p = std::make_unique<WorkerParams>();
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				    p->backend = Backend::Vulkan;
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				    p->pp_cache = pp_cache;
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				    p->bindings = bindings;
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				    p->program = program;
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				    p->renderpass_params = renderpass_params;
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				    p->padding = padding;
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				    p->shaders = shaders;
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				    p->fixed_state = fixed_state;
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				    std::unique_lock lock(queue_mutex);
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				    pending_queue.push_back(std::move(params));
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				    pending_queue.push(std::move(p));
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				    cv.notify_one();
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				}
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				@ -168,64 +167,82 @@ void AsyncShaders::ShaderCompilerThread(Core::Frontend::GraphicsContext* context
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				        if (pending_queue.empty()) {
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				            continue;
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				        }
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				        // Pull work from queue
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				        WorkerParams work = std::move(pending_queue.front());
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				        pending_queue.pop_front();
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				        // Pull work from queue
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				        auto work = std::move(pending_queue.front());
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				        pending_queue.pop();
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				        lock.unlock();
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				        if (work.backend == AsyncShaders::Backend::OpenGL ||
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				            work.backend == AsyncShaders::Backend::GLASM) {
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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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				        if (work->backend == Backend::OpenGL || work->backend == Backend::GLASM) {
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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 auto scope = context->Acquire();
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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.backend = work.backend;
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				            result.cpu_address = work.cpu_address;
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				            result.uid = work.uid;
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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.shader_type = work.shader_type;
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				            if (work.backend == AsyncShaders::Backend::OpenGL) {
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				            result.backend = work->backend;
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				            result.cpu_address = work->cpu_address;
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				            result.uid = work->uid;
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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.shader_type = work->shader_type;
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				            // LOG_CRITICAL(Render_Vulkan, "Shader hast been Compiled \t0x{:016X} id {}",
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				            // result.uid, id);
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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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				            } else if (work.backend == AsyncShaders::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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				            }
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				            work.reset();
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				            {
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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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				            }
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				        } else if (work.backend == AsyncShaders::Backend::Vulkan) {
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				        } else if (work->backend == Backend::Vulkan) {
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				            Vulkan::GraphicsPipelineCacheKey params_key{
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				                work.renderpass_params,
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				                work.padding,
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				                work.shaders,
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				                work.fixed_state,
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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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				            {
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				                std::unique_lock complete_lock(completed_mutex);
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				                std::unique_lock find_lock{completed_mutex};
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				                for (size_t i = 0; i < finished_work.size(); ++i) {
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				                    // This loop deletes duplicate pipelines in finished_work
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				                    // in favor of the pipeline about to be created
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				                    if (finished_work[i].pipeline &&
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				                        finished_work[i].pipeline->GetCacheKey().Hash() == params_key.Hash()) {
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				                        LOG_CRITICAL(Render_Vulkan,
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				                                     "Pipeliene was already here \t0x{:016X} matches 0x{:016X} ",
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				                                     params_key.Hash(),
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				                                     finished_work[i].pipeline->GetCacheKey().Hash());
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				                        finished_work.erase(finished_work.begin() + i);
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				                    }
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				                }
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				                find_lock.unlock();
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				            }
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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->pp_cache->GetDescriptorPool(), work->pp_cache->GetUpdateDescriptorQueue(),
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				                work->pp_cache->GetRenderpassCache(), params_key, work->bindings, work->program);
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				                // Duplicate creation of pipelines leads to instability and crashing, caused by a
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				                // race condition but band-aid solution is locking the making of the pipeline
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				                // results in only one pipeline created at a time.
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				            {
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				                std::unique_lock complete_lock(completed_mutex);
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				                Result result{
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				                    .backend = work.backend,
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				                    .pipeline = std::make_unique<Vulkan::VKGraphicsPipeline>(
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				                        work.pp_cache->GetDevice(), work.pp_cache->GetScheduler(),
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				                        work.pp_cache->GetDescriptorPool(),
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				                        work.pp_cache->GetUpdateDescriptorQueue(),
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				                        work.pp_cache->GetRenderpassCache(), params_key, work.bindings,
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				                        work.program),
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				                    .backend = Backend::Vulkan,
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				                    .pipeline = std::move(pipeline),
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				                };
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				                finished_work.push_back(std::move(result));
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				                complete_lock.unlock();
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				            }
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				        }
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				        // Give a chance for another thread to get work. Lessens duplicates
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				        std::this_thread::yield();
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				    }
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				}
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