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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 06:39:46 -06:00
VideoCommon: return code/uid from shader gens
rather than passing in non-const references
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@ -190,12 +190,10 @@ void GeometryShaderCache::Shutdown()
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bool GeometryShaderCache::SetShader(u32 primitive_type)
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{
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GeometryShaderUid uid;
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GetGeometryShaderUid(uid, primitive_type, API_D3D);
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GeometryShaderUid uid = GetGeometryShaderUid(primitive_type, API_D3D);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code;
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GenerateGeometryShaderCode(code, primitive_type, API_D3D);
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ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D);
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geometry_uid_checker.AddToIndexAndCheck(code, uid, "Geometry", "g");
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}
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@ -231,8 +229,7 @@ bool GeometryShaderCache::SetShader(u32 primitive_type)
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}
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// Need to compile a new shader
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ShaderCode code;
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GenerateGeometryShaderCode(code, primitive_type, API_D3D);
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ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D);
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D3DBlob* pbytecode;
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if (!D3D::CompileGeometryShader(code.GetBuffer(), &pbytecode))
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@ -527,12 +527,10 @@ void PixelShaderCache::Shutdown()
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode)
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{
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PixelShaderUid uid;
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GetPixelShaderUid(uid, dstAlphaMode, API_D3D);
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PixelShaderUid uid = GetPixelShaderUid(dstAlphaMode, API_D3D);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code;
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GeneratePixelShaderCode(code, dstAlphaMode, API_D3D);
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ShaderCode code = GeneratePixelShaderCode(dstAlphaMode, API_D3D);
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pixel_uid_checker.AddToIndexAndCheck(code, uid, "Pixel", "p");
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}
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@ -561,8 +559,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode)
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}
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// Need to compile a new shader
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ShaderCode code;
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GeneratePixelShaderCode(code, dstAlphaMode, API_D3D);
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ShaderCode code = GeneratePixelShaderCode(dstAlphaMode, API_D3D);
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D3DBlob* pbytecode;
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if (!D3D::CompilePixelShader(code.GetBuffer(), &pbytecode))
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@ -186,12 +186,10 @@ void VertexShaderCache::Shutdown()
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bool VertexShaderCache::SetShader()
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{
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VertexShaderUid uid;
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GetVertexShaderUid(uid, API_D3D);
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VertexShaderUid uid = GetVertexShaderUid(API_D3D);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code;
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GenerateVertexShaderCode(code, API_D3D);
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ShaderCode code = GenerateVertexShaderCode(API_D3D);
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vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
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}
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@ -216,8 +214,7 @@ bool VertexShaderCache::SetShader()
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return (entry.shader != nullptr);
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}
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ShaderCode code;
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GenerateVertexShaderCode(code, API_D3D);
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ShaderCode code = GenerateVertexShaderCode(API_D3D);
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D3DBlob* pbytecode = nullptr;
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D3D::CompileVertexShader(code.GetBuffer(), &pbytecode);
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