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Polish shader uid checking.
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@ -31,6 +31,7 @@ namespace DX9
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PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
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const PixelShaderCache::PSCacheEntry *PixelShaderCache::last_entry;
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PixelShaderUid PixelShaderCache::last_uid;
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UidChecker<PixelShaderUid,PixelShaderCode> PixelShaderCache::pixel_uid_checker;
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static LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
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static std::set<u32> unique_shaders;
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@ -284,6 +285,7 @@ void PixelShaderCache::Clear()
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for (PSCache::iterator iter = PixelShaders.begin(); iter != PixelShaders.end(); iter++)
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iter->second.Destroy();
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PixelShaders.clear();
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pixel_uid_checker.Invalidate();
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last_entry = NULL;
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}
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@ -322,6 +324,12 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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const API_TYPE api = ((D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF) < 3 ? API_D3D9_SM20 : API_D3D9_SM30;
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PixelShaderUid uid;
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GetPixelShaderUid(uid, dstAlphaMode, API_D3D9, components);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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PixelShaderCode code;
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GeneratePixelShaderCode(code, dstAlphaMode, API_D3D9, components);
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pixel_uid_checker.AddToIndexAndCheck(code, uid, "Pixel", "p");
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}
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// Check if the shader is already set
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if (last_entry)
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