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	gl_shader_disk_cache.cpp: Flush transferable_file and precompiled_file more often (#6483)
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					 1 changed files with 3 additions and 0 deletions
				
			
		|  | @ -372,6 +372,7 @@ void ShaderDiskCache::SaveRaw(const ShaderDiskCacheRaw& entry) { | |||
|         return; | ||||
|     } | ||||
|     transferable.insert({id, entry}); | ||||
|     transferable_file.Flush(); | ||||
| } | ||||
| 
 | ||||
| void ShaderDiskCache::SaveDecompiled(u64 unique_identifier, | ||||
|  | @ -439,6 +440,8 @@ void ShaderDiskCache::SaveDumpToFile(u64 unique_identifier, GLuint program, bool | |||
|     // SaveDecompiled is used only to store the accurate multiplication setting, a better way is to
 | ||||
|     // probably change the header in SaveDump
 | ||||
|     SaveDecompiledToFile(precompiled_file, unique_identifier, {}, sanitize_mul); | ||||
| 
 | ||||
|     precompiled_file.Flush(); | ||||
| } | ||||
| 
 | ||||
| bool ShaderDiskCache::IsUsable() const { | ||||
|  |  | |||
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