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Multithreadded Shadergen: Second Pass over geometery Shadergen
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@ -162,7 +162,7 @@ void ShaderCache::LoadAndSetActiveShaders(DSTALPHA_MODE ps_dst_alpha_mode, u32 g
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{
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SetCurrentPrimitiveTopology(gs_primitive_type);
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GeometryShaderUid gs_uid = GetGeometryShaderUid(gs_primitive_type, API_D3D);
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GeometryShaderUid gs_uid = GetGeometryShaderUid(gs_primitive_type);
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PixelShaderUid ps_uid = GetPixelShaderUid(ps_dst_alpha_mode, API_D3D);
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VertexShaderUid vs_uid = GetVertexShaderUid(API_D3D);
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@ -219,7 +219,7 @@ void ShaderCache::HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_t
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code = GenerateGeometryShaderCode(gs_primitive_type, API_D3D);
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ShaderCode code = GenerateGeometryShaderCode(gs_primitive_type, API_D3D, gs_uid.GetUidData());
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s_geometry_uid_checker.AddToIndexAndCheck(code, gs_uid, "Geometry", "g");
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}
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@ -236,7 +236,8 @@ void ShaderCache::HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_t
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}
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else
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{
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ShaderCode gs_code = GenerateGeometryShaderCode(gs_primitive_type, API_D3D);
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ShaderCode gs_code =
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GenerateGeometryShaderCode(gs_primitive_type, API_D3D, gs_uid.GetUidData());
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ID3DBlob* gs_bytecode = nullptr;
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if (!D3D::CompileGeometryShader(gs_code.GetBuffer(), &gs_bytecode))
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