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Finish splitting functionality of the Vulkan and D3D12 backends into RenderingDeviceDriver.
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@@ -36,7 +36,6 @@
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#include "core/object/worker_thread_pool.h"
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#include "core/version.h"
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#include "renderer_compositor_rd.h"
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#include "servers/rendering/renderer_rd/api_context_rd.h"
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#include "servers/rendering/rendering_device.h"
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#include "thirdparty/misc/smolv.h"
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@@ -398,7 +397,7 @@ static const uint32_t cache_file_version = 3;
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String ShaderRD::_get_cache_file_path(Version *p_version, int p_group) {
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const String &sha1 = _version_get_sha1(p_version);
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const String &api_safe_name = String(RD::get_singleton()->get_context()->get_api_name()).validate_filename().to_lower();
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const String &api_safe_name = String(RD::get_singleton()->get_device_api_name()).validate_filename().to_lower();
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const String &path = shader_cache_dir.path_join(name).path_join(group_sha256[p_group]).path_join(sha1) + "." + api_safe_name + ".cache";
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return path;
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}
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