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ShaderGen: More interface cleanups. Less wtfs :)
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@ -85,7 +85,8 @@ void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
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{
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// Non-uid template parameters will write to the dummy data (=> gets optimized out)
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vertex_shader_uid_data dummy_data;
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vertex_shader_uid_data& uid_data = (&out.GetUidData() != NULL) ? out.GetUidData() : dummy_data;
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vertex_shader_uid_data& uid_data = (&out.template GetUidData<vertex_shader_uid_data>() != NULL)
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? out.template GetUidData<vertex_shader_uid_data>() : dummy_data;
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out.SetBuffer(text);
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if (out.GetBuffer() != NULL)
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@ -535,7 +536,7 @@ void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE
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GenerateVertexShader<VertexShaderCode>(object, components, api_type);
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}
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void GenerateVSOutputStructForGS(ShaderCode<u32>& object, u32 components, API_TYPE api_type)
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void GenerateVSOutputStructForGS(ShaderCode& object, u32 components, API_TYPE api_type)
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{
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GenerateVSOutputStruct<ShaderCode<u32> >(object, components, api_type);
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GenerateVSOutputStruct<ShaderCode>(object, components, api_type);
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}
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