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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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@ -100,6 +100,7 @@ VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
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entry.frameCount = frameCount;
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pShaderLast = &entry.shader;
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const char *code = GenerateVertexShaderCode(components, API_OPENGL);
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GetSafeVertexShaderId(&entry.safe_uid, components);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS && code) {
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@ -183,9 +184,8 @@ bool VertexShaderCache::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpr
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cgDestroyProgram(tempprog);
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#endif
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//#if defined(_DEBUG) || defined(DEBUGFAST)
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vs.strprog = pstrprogram;
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//#endif
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if (g_ActiveConfig.bEnableShaderDebugging)
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vs.strprog = pstrprogram;
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return true;
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}
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