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Multithreadded Shadergen: Second Pass over vertex/lighting Shadergens
As much as possible, the asserts have been moved out of the GetUID function. But there are some places where asserts depend on variables that aren't stored in the shader UID.
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@ -199,10 +199,10 @@ void VertexShaderCache::Shutdown()
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bool VertexShaderCache::SetShader()
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{
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VertexShaderUid uid = GetVertexShaderUid(API_D3D);
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VertexShaderUid uid = GetVertexShaderUid();
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code = GenerateVertexShaderCode(API_D3D);
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ShaderCode code = GenerateVertexShaderCode(API_D3D, uid.GetUidData());
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vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
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}
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@ -227,7 +227,7 @@ bool VertexShaderCache::SetShader()
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return (entry.shader != nullptr);
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}
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ShaderCode code = GenerateVertexShaderCode(API_D3D);
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ShaderCode code = GenerateVertexShaderCode(API_D3D, uid.GetUidData());
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D3DBlob* pbytecode = nullptr;
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D3D::CompileVertexShader(code.GetBuffer(), &pbytecode);
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