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Make shader ID validation optional by adding a gfx setting called "EnableShaderDebugging".
Setting this to True will enable additional checks if the shader cache misses any relevant register changes.
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@ -218,7 +218,7 @@ bool VertexShaderCache::SetShader(u32 components)
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g_vs_disk_cache.Sync();
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bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
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if (success)
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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{
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vshaders[uid].code = code;
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GetSafeVertexShaderId(&vshaders[uid].safe_uid, components);
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