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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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@ -87,7 +87,7 @@ struct pixel_shader_uid_data
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}
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}
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inline u32 GetTevindirefCoord(int index)
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inline u32 GetTevindirefCoord(int index) const
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{
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if (index == 0)
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{
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@ -108,7 +108,7 @@ struct pixel_shader_uid_data
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return 0;
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}
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inline u32 GetTevindirefMap(int index)
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inline u32 GetTevindirefMap(int index) const
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{
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if (index == 0)
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{
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@ -165,5 +165,6 @@ struct pixel_shader_uid_data
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typedef ShaderUid<pixel_shader_uid_data> PixelShaderUid;
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ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType);
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PixelShaderUid GetPixelShaderUid(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType);
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ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType,
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const pixel_shader_uid_data* uid_data);
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PixelShaderUid GetPixelShaderUid(DSTALPHA_MODE dstAlphaMode);
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