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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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@ -488,8 +488,10 @@ static T GeneratePixelShader(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType)
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// out.SetConstantsUsed(C_PLIGHT_COLORS, C_PLIGHT_COLORS+7); // TODO: Can be optimized further
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// out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+31); // TODO: Can be optimized further
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// out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3);
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GenerateLightingShader<T>(out, uid_data->lighting, uid_data->components << VB_COL_SHIFT,
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"colors_", "col");
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// FIXME: Disabled until pixelshadergen is split
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// GenerateLightingShader(out, uid_data->lighting, uid_data->components << VB_COL_SHIFT,
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// "colors_", "col");
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}
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// HACK to handle cases where the tex gen is not enabled
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