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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 14:49:42 -06:00
Remove the rest of ShaderDebugging.
Without UID checking, it's basically a no-op that disables shader cache and stores the shader source code (without ever reading it back).
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@ -164,9 +164,6 @@ void GeometryShaderCache::Init()
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GeometryShaderCacheInserter inserter;
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g_gs_disk_cache.OpenAndRead(cache_filename, inserter);
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if (g_Config.bEnableShaderDebugging)
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Clear();
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last_entry = nullptr;
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}
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@ -243,11 +240,6 @@ bool GeometryShaderCache::SetShader(u32 primitive_type)
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bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
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pbytecode->Release();
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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{
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GeometryShaders[uid].code = code.GetBuffer();
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}
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return success;
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}
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@ -32,8 +32,6 @@ private:
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{
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ID3D11GeometryShader* shader;
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std::string code;
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GSCacheEntry() : shader(nullptr) {}
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void Destroy() { SAFE_RELEASE(shader); }
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};
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@ -504,9 +504,6 @@ void PixelShaderCache::Init()
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PixelShaderCacheInserter inserter;
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g_ps_disk_cache.OpenAndRead(cache_filename, inserter);
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if (g_Config.bEnableShaderDebugging)
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Clear();
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last_entry = nullptr;
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}
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@ -596,11 +593,6 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode)
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bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
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pbytecode->Release();
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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{
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PixelShaders[uid].code = code.GetBuffer();
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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return success;
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}
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@ -42,8 +42,6 @@ private:
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{
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ID3D11PixelShader* shader;
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std::string code;
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PSCacheEntry() : shader(nullptr) {}
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void Destroy() { SAFE_RELEASE(shader); }
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};
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@ -165,9 +165,6 @@ void VertexShaderCache::Init()
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VertexShaderCacheInserter inserter;
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g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
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if (g_Config.bEnableShaderDebugging)
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Clear();
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last_entry = nullptr;
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}
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@ -235,11 +232,6 @@ bool VertexShaderCache::SetShader()
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bool success = InsertByteCode(uid, pbytecode);
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pbytecode->Release();
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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{
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vshaders[uid].code = code.GetBuffer();
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
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return success;
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}
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@ -38,8 +38,6 @@ private:
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ID3D11VertexShader* shader;
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D3DBlob* bytecode; // needed to initialize the input layout
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std::string code;
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VSCacheEntry() : shader(nullptr), bytecode(nullptr) {}
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void SetByteCode(D3DBlob* blob)
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{
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