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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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@ -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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