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Added safe vertex shader UIDs for debugging purposes.
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@ -69,6 +69,27 @@ void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components)
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}
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}
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void GetSafeVertexShaderId(VERTEXSHADERUIDSAFE *uid, u32 components)
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{
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// Just store all used registers here without caring whether we need all bits or less.
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u32* ptr = uid->values;
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*ptr++ = components;
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*ptr++ = xfregs.numTexGen.hex;
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*ptr++ = xfregs.numChan.hex;
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*ptr++ = xfregs.dualTexTrans.hex;
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for (int i = 0; i < 2; ++i) {
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*ptr++ = xfregs.color[i].hex;
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*ptr++ = xfregs.alpha[i].hex;
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}
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*ptr++ = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
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for (unsigned int i = 0; i < 8; ++i) {
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*ptr++ = xfregs.texMtxInfo[i].hex;
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*ptr++ = xfregs.postMtxInfo[i].hex;
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}
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_assert_((ptr - uid->values) == uid->GetNumValues());
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}
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static char text[16384];
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#define WRITE p+=sprintf
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