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Bit more cleanup from removing Nvidia CG
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@ -194,7 +194,7 @@ FRAGMENTSHADER* PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 comp
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// Make an entry in the table
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PSCacheEntry& newentry = PixelShaders[uid];
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last_entry = &newentry;
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const char *code = GeneratePixelShaderCode(dstAlphaMode, API_GLSL, components);
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const char *code = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, components);
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if (g_ActiveConfig.bEnableShaderDebugging && code)
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{
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@ -179,7 +179,7 @@ FRAGMENTSHADER &GetOrCreateEncodingShader(u32 format)
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if (s_encodingPrograms[format].glprogid == 0)
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{
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const char* shader = TextureConversionShader::GenerateEncodingShader(format, API_GLSL);
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const char* shader = TextureConversionShader::GenerateEncodingShader(format, API_OPENGL);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS && shader)
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@ -89,7 +89,7 @@ VERTEXSHADER* VertexShaderCache::SetShader(u32 components)
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// Make an entry in the table
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VSCacheEntry& entry = vshaders[uid];
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last_entry = &entry;
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const char *code = GenerateVertexShaderCode(components, API_GLSL);
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const char *code = GenerateVertexShaderCode(components, API_OPENGL);
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GetSafeVertexShaderId(&entry.safe_uid, components);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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