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Fix Windows build, try 1.
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@ -41,9 +41,9 @@ namespace DX11
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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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PixelShaderUid PixelShaderCache::last_uid;
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LinearDiskCache<PIXELSHADERUID, u8> g_ps_disk_cache;
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LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
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ID3D11PixelShader* s_ColorMatrixProgram[2] = {NULL};
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ID3D11PixelShader* s_ColorCopyProgram[2] = {NULL};
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@ -363,10 +363,10 @@ ID3D11Buffer* &PixelShaderCache::GetConstantBuffer()
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}
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// this class will load the precompiled shaders into our cache
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class PixelShaderCacheInserter : public LinearDiskCacheReader<PIXELSHADERUID, u8>
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class PixelShaderCacheInserter : public LinearDiskCacheReader<PixelShaderUid, u8>
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{
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public:
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void Read(const PIXELSHADERUID &key, const u8 *value, u32 value_size)
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void Read(const PixelShaderUid &key, const u8 *value, u32 value_size)
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{
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PixelShaderCache::InsertByteCode(key, value, value_size);
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}
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@ -461,8 +461,8 @@ void PixelShaderCache::Shutdown()
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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PIXELSHADERUID uid;
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GetPixelShaderId(&uid, dstAlphaMode, components);
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PixelShaderUid uid;
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GetPixelShaderUid(uid, dstAlphaMode, components);
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// Check if the shader is already set
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if (last_entry)
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@ -470,7 +470,6 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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if (uid == last_uid)
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
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ValidatePixelShaderIDs(API_D3D11, last_entry->safe_uid, last_entry->code, dstAlphaMode, components);
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return (last_entry->shader != NULL);
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}
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}
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@ -486,15 +485,15 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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last_entry = &entry;
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
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ValidatePixelShaderIDs(API_D3D11, entry.safe_uid, entry.code, dstAlphaMode, components);
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return (entry.shader != NULL);
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}
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// Need to compile a new shader
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const char* code = GeneratePixelShaderCode(dstAlphaMode, API_D3D11, components);
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PixelShaderCode code;
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GeneratePixelShaderCode(code, dstAlphaMode, API_D3D11, components);
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D3DBlob* pbytecode;
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if (!D3D::CompilePixelShader(code, (unsigned int)strlen(code), &pbytecode))
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if (!D3D::CompilePixelShader(code.GetBuffer(), (unsigned int)strlen(code.GetBuffer()), &pbytecode))
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{
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GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
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return false;
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@ -508,7 +507,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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{
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PixelShaders[uid].code = code;
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PixelShaders[uid].code = code.GetBuffer();
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GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode, components);
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}
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@ -516,7 +515,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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return success;
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}
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bool PixelShaderCache::InsertByteCode(const PIXELSHADERUID &uid, const void* bytecode, unsigned int bytecodelen)
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bool PixelShaderCache::InsertByteCode(const PixelShaderUid &uid, const void* bytecode, unsigned int bytecodelen)
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{
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ID3D11PixelShader* shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
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if (shader == NULL)
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