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ShaderCaches: remove unneeded typedefs
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@ -27,7 +27,7 @@ namespace DX11
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PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
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const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
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PixelShaderUid PixelShaderCache::last_uid;
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UidChecker<PixelShaderUid,PixelShaderCode> PixelShaderCache::pixel_uid_checker;
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UidChecker<PixelShaderUid, ShaderCode> PixelShaderCache::pixel_uid_checker;
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LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
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@ -531,7 +531,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 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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ShaderCode code;
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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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@ -561,7 +561,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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}
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// Need to compile a new shader
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PixelShaderCode code;
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ShaderCode code;
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GeneratePixelShaderCode(code, dstAlphaMode, API_D3D, components);
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D3DBlob* pbytecode;
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@ -53,7 +53,7 @@ private:
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static const PSCacheEntry* last_entry;
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static PixelShaderUid last_uid;
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static UidChecker<PixelShaderUid,PixelShaderCode> pixel_uid_checker;
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static UidChecker<PixelShaderUid, ShaderCode> pixel_uid_checker;
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};
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} // namespace DX11
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@ -24,7 +24,7 @@ namespace DX11 {
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
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VertexShaderUid VertexShaderCache::last_uid;
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UidChecker<VertexShaderUid,VertexShaderCode> VertexShaderCache::vertex_uid_checker;
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UidChecker<VertexShaderUid, ShaderCode> VertexShaderCache::vertex_uid_checker;
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static ID3D11VertexShader* SimpleVertexShader = nullptr;
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static ID3D11VertexShader* ClearVertexShader = nullptr;
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@ -190,7 +190,7 @@ bool VertexShaderCache::SetShader(u32 components)
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GetVertexShaderUid(uid, components, API_D3D);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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VertexShaderCode code;
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ShaderCode code;
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GenerateVertexShaderCode(code, components, API_D3D);
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vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
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}
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@ -216,7 +216,7 @@ bool VertexShaderCache::SetShader(u32 components)
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return (entry.shader != nullptr);
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}
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VertexShaderCode code;
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ShaderCode code;
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GenerateVertexShaderCode(code, components, API_D3D);
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D3DBlob* pbytecode = nullptr;
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@ -59,7 +59,7 @@ private:
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static const VSCacheEntry* last_entry;
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static VertexShaderUid last_uid;
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static UidChecker<VertexShaderUid,VertexShaderCode> vertex_uid_checker;
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static UidChecker<VertexShaderUid, ShaderCode> vertex_uid_checker;
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};
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} // namespace DX11
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@ -36,9 +36,9 @@ static GLuint CurrentProgram = 0;
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ProgramShaderCache::PCache ProgramShaderCache::pshaders;
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ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_entry;
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SHADERUID ProgramShaderCache::last_uid;
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UidChecker<PixelShaderUid,PixelShaderCode> ProgramShaderCache::pixel_uid_checker;
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UidChecker<VertexShaderUid,VertexShaderCode> ProgramShaderCache::vertex_uid_checker;
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UidChecker<GeometryShaderUid,ShaderCode> ProgramShaderCache::geometry_uid_checker;
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UidChecker<PixelShaderUid, ShaderCode> ProgramShaderCache::pixel_uid_checker;
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UidChecker<VertexShaderUid, ShaderCode> ProgramShaderCache::vertex_uid_checker;
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UidChecker<GeometryShaderUid, ShaderCode> ProgramShaderCache::geometry_uid_checker;
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static char s_glsl_header[1024] = "";
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@ -211,8 +211,8 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components
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last_entry = &newentry;
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newentry.in_cache = 0;
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VertexShaderCode vcode;
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PixelShaderCode pcode;
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ShaderCode vcode;
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ShaderCode pcode;
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ShaderCode gcode;
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GenerateVertexShaderCode(vcode, components, API_OPENGL);
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GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
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@ -404,11 +404,11 @@ void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode,
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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PixelShaderCode pcode;
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ShaderCode pcode;
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GeneratePixelShaderCode(pcode, dstAlphaMode, API_OPENGL, components);
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pixel_uid_checker.AddToIndexAndCheck(pcode, uid->puid, "Pixel", "p");
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VertexShaderCode vcode;
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ShaderCode vcode;
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GenerateVertexShaderCode(vcode, components, API_OPENGL);
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vertex_uid_checker.AddToIndexAndCheck(vcode, uid->vuid, "Vertex", "v");
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@ -111,9 +111,9 @@ private:
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static PCacheEntry* last_entry;
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static SHADERUID last_uid;
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static UidChecker<PixelShaderUid,PixelShaderCode> pixel_uid_checker;
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static UidChecker<VertexShaderUid,VertexShaderCode> vertex_uid_checker;
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static UidChecker<GeometryShaderUid,ShaderCode> geometry_uid_checker;
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static UidChecker<PixelShaderUid, ShaderCode> pixel_uid_checker;
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static UidChecker<VertexShaderUid, ShaderCode> vertex_uid_checker;
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static UidChecker<GeometryShaderUid, ShaderCode> geometry_uid_checker;
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static u32 s_ubo_buffer_size;
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static s32 s_ubo_align;
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