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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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@ -41,7 +41,6 @@
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#include "PixelShaderCache.h"
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#include "VertexLoaderManager.h"
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#include "TextureCache.h"
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#include "Utils.h"
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#include "EmuWindow.h"
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#include "AVIDump.h"
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#include "OnScreenDisplay.h"
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@ -84,7 +83,10 @@ static u32 s_LastEFBScale;
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static bool IS_AMD;
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static bool XFBWrited;
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char st[32768];
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// used extern by other files. need to clean this up at some point.
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int frameCount;
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static char *st;
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static bool s_bScreenshot = false;
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static Common::CriticalSection s_criticalScreenshot;
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@ -252,6 +254,7 @@ void TeardownDeviceObjects()
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bool Renderer::Init()
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{
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st = new char[32768];
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UpdateActiveConfig();
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int fullScreenRes, x, y, w_temp, h_temp;
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s_blendMode = 0;
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@ -370,6 +373,7 @@ void Renderer::Shutdown()
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{
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AVIDump::Stop();
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}
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delete [] st;
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}
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int Renderer::GetTargetWidth() { return s_target_width; }
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@ -1179,6 +1183,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false);
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}
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OSD::DrawMessages();
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D3D::EndFrame();
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