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fast fix for pixel shader compilation in dx11
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5687 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -232,7 +232,7 @@ bool PixelShaderCache::SetShader(bool dstAlpha)
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}
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// need to compile a new shader
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const char* code = GeneratePixelShaderCode(PixelShaderManager::GetTextureMask(), dstAlpha, 2);
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const char* code = GeneratePixelShaderCode(PixelShaderManager::GetTextureMask(), dstAlpha, API_D3D11);
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ID3D10Blob* pbytecode;
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if (!D3D::CompilePixelShader(code, strlen(code), &pbytecode))
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@ -334,7 +334,7 @@ bool PixelShaderCache::SetShader(bool dstAlpha)
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}
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// OK, need to generate and compile it.
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const char *code = GeneratePixelShaderCode(PixelShaderManager::GetTextureMask(), dstAlpha, 2);
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const char *code = GeneratePixelShaderCode(PixelShaderManager::GetTextureMask(), dstAlpha, API_D3D9);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
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static int counter = 0;
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@ -207,7 +207,7 @@ FRAGMENTSHADER* PixelShaderCache::GetShader(bool dstAlphaEnable)
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newentry.frameCount = frameCount;
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pShaderLast = &newentry.shader;
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const char *code = GeneratePixelShaderCode(PixelShaderManager::GetTextureMask(),
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dstAlphaEnable);
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dstAlphaEnable,API_OPENGL);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
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