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D3D9: Delete some long dead code. Also add one more statistic: number of compiled shaders that actually have unique code (not accurate unless you delete the shader cache before running). This stat clearly shows that in f-zero we create 5x as many pixel shaders as we should, so there's clearly a problem with the shader ID generation.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5754 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -37,14 +37,15 @@ private:
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struct PSCacheEntry
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{
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LPDIRECT3DPIXELSHADER9 shader;
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bool owns_shader;
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int frameCount;
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#if defined(_DEBUG) || defined(DEBUGFAST)
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std::string code;
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#endif
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PSCacheEntry() : shader(NULL), frameCount(0) {}
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PSCacheEntry() : shader(NULL), owns_shader(true), frameCount(0) {}
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void Destroy()
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{
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if (shader)
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if (shader && owns_shader)
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shader->Release();
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shader = NULL;
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}
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