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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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@ -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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