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- D3D9: pass the correct API type to ValidatePixelShaderIDs
- don't load shader cache from disk in d3d9/11 if shader debugging is enabled (we won't have any info about the source shader code otherwise, etc) - dump shader source codes on safe UIDs mismatch Thanks to LordMark and [SS] for reporting those to me ;)
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@ -412,6 +412,9 @@ void PixelShaderCache::Init()
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SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
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PixelShaderCacheInserter inserter;
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g_ps_disk_cache.OpenAndRead(cache_filename, inserter);
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if (g_Config.bEnableShaderDebugging) // TODO: Hacks..
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Clear();
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}
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// ONLY to be used during shutdown.
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