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Multithreadded Shadergen: Second pass over Pixel Shadergen.
Note: It's not 100% perfect, as some of the GPU capablities leak into the pixel shader UID. Currently our UIDs don't get exported, so there is no issue. But someone might want to fix this in the future.
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@ -556,10 +556,10 @@ void PixelShaderCache::Shutdown()
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode)
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{
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PixelShaderUid uid = GetPixelShaderUid(dstAlphaMode, API_D3D);
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PixelShaderUid uid = GetPixelShaderUid(dstAlphaMode);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code = GeneratePixelShaderCode(dstAlphaMode, API_D3D);
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ShaderCode code = GeneratePixelShaderCode(dstAlphaMode, API_D3D, uid.GetUidData());
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pixel_uid_checker.AddToIndexAndCheck(code, uid, "Pixel", "p");
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}
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@ -588,7 +588,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode)
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}
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// Need to compile a new shader
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ShaderCode code = GeneratePixelShaderCode(dstAlphaMode, API_D3D);
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ShaderCode code = GeneratePixelShaderCode(dstAlphaMode, API_D3D, uid.GetUidData());
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D3DBlob* pbytecode;
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if (!D3D::CompilePixelShader(code.GetBuffer(), &pbytecode))
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