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Shader generators: Remove any references to D3D9 and cleanup the affected code.
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@ -453,11 +453,11 @@ void PixelShaderCache::Shutdown()
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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PixelShaderUid uid;
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GetPixelShaderUid(uid, dstAlphaMode, API_D3D11, components);
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GetPixelShaderUid(uid, dstAlphaMode, API_D3D, components);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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PixelShaderCode code;
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GeneratePixelShaderCode(code, dstAlphaMode, API_D3D11, components);
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GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components);
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pixel_uid_checker.AddToIndexAndCheck(code, uid, "Pixel", "p");
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}
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@ -487,7 +487,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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// Need to compile a new shader
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PixelShaderCode code;
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GeneratePixelShaderCode(code, dstAlphaMode, API_D3D11, components);
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GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components);
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D3DBlob* pbytecode;
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if (!D3D::CompilePixelShader(code.GetBuffer(), (unsigned int)strlen(code.GetBuffer()), &pbytecode))
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