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Polish shader uid checking.
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@ -25,6 +25,7 @@ namespace DX11 {
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
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VertexShaderUid VertexShaderCache::last_uid;
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UidChecker<VertexShaderUid,VertexShaderCode> VertexShaderCache::vertex_uid_checker;
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static ID3D11VertexShader* SimpleVertexShader = NULL;
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static ID3D11VertexShader* ClearVertexShader = NULL;
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@ -174,6 +175,7 @@ void VertexShaderCache::Clear()
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for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter)
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iter->second.Destroy();
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vshaders.clear();
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vertex_uid_checker.Invalidate();
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last_entry = NULL;
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}
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@ -197,6 +199,13 @@ bool VertexShaderCache::SetShader(u32 components)
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{
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VertexShaderUid uid;
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GetVertexShaderUid(uid, components, API_D3D11);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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VertexShaderCode code;
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GenerateVertexShaderCode(code, components, API_D3D11);
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vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
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}
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if (last_entry)
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{
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if (uid == last_uid)
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