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ShaderCache: Use memcmp for comparing pipeline UIDs
As these are stored in a map, operator< will become a hot function when doing lookups, which happen every frame. std::tie generated a rather large function here with quite a few branches.
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@ -83,8 +83,8 @@ protected:
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Slope m_zslope = {};
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void CalculateZSlope(NativeVertexFormat* format);
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VideoCommon::GXPipelineConfig m_current_pipeline_config = {};
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VideoCommon::GXUberPipelineConfig m_current_uber_pipeline_config = {};
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VideoCommon::GXPipelineConfig m_current_pipeline_config;
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VideoCommon::GXUberPipelineConfig m_current_uber_pipeline_config;
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const AbstractPipeline* m_current_pipeline_object = nullptr;
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PrimitiveType m_current_primitive_type = PrimitiveType::Points;
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bool m_pipeline_config_changed = true;
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