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	gl_shader_cache: Add missing new-line on emitted GLSL
Add missing new-line. This caused shaders using local memory and shared memory to inject a preprocessor GLSL line after an expression (resulting in invalid code). It looked like this: shared uint smem[8];#define LOCAL_MEMORY_SIZE 16 It should look like this (addressed by this commit): shared uint smem[8]; \#define LOCAL_MEMORY_SIZE 16
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				@ -281,11 +281,11 @@ CachedProgram BuildShader(const Device& device, u64 unique_identifier, ShaderTyp
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        if (variant.shared_memory_size > 0) {
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					        if (variant.shared_memory_size > 0) {
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            // TODO(Rodrigo): We should divide by four here, but having a larger shared memory pool
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					            // TODO(Rodrigo): We should divide by four here, but having a larger shared memory pool
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            // avoids out of bound stores. Find out why shared memory size is being invalid.
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					            // avoids out of bound stores. Find out why shared memory size is being invalid.
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            source += fmt::format("shared uint smem[{}];", variant.shared_memory_size);
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					            source += fmt::format("shared uint smem[{}];\n", variant.shared_memory_size);
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        }
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					        }
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        if (variant.local_memory_size > 0) {
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					        if (variant.local_memory_size > 0) {
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            source += fmt::format("#define LOCAL_MEMORY_SIZE {}",
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					            source += fmt::format("#define LOCAL_MEMORY_SIZE {}\n",
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                                  Common::AlignUp(variant.local_memory_size, 4) / 4);
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					                                  Common::AlignUp(variant.local_memory_size, 4) / 4);
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        }
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					        }
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    }
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					    }
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