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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 14:49:42 -06:00
Remove UID Checker.
Kind of pointless now that multiple shaders with the same UID are now fundementally impossible.
This commit is contained in:
@ -26,7 +26,6 @@ namespace DX11
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GeometryShaderCache::GSCache GeometryShaderCache::GeometryShaders;
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const GeometryShaderCache::GSCacheEntry* GeometryShaderCache::last_entry;
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GeometryShaderUid GeometryShaderCache::last_uid;
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UidChecker<GeometryShaderUid, ShaderCode> GeometryShaderCache::geometry_uid_checker;
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const GeometryShaderCache::GSCacheEntry GeometryShaderCache::pass_entry;
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ID3D11GeometryShader* ClearGeometryShader = nullptr;
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@ -177,7 +176,6 @@ void GeometryShaderCache::Clear()
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for (auto& iter : GeometryShaders)
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iter.second.Destroy();
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GeometryShaders.clear();
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geometry_uid_checker.Invalidate();
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last_entry = nullptr;
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}
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@ -197,11 +195,6 @@ void GeometryShaderCache::Shutdown()
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bool GeometryShaderCache::SetShader(u32 primitive_type)
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{
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GeometryShaderUid uid = GetGeometryShaderUid(primitive_type);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D, uid.GetUidData());
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geometry_uid_checker.AddToIndexAndCheck(code, uid, "Geometry", "g");
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}
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// Check if the shader is already set
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if (last_entry)
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@ -44,8 +44,6 @@ private:
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static const GSCacheEntry* last_entry;
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static GeometryShaderUid last_uid;
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static const GSCacheEntry pass_entry;
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static UidChecker<GeometryShaderUid, ShaderCode> geometry_uid_checker;
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};
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} // namespace DX11
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@ -26,7 +26,6 @@ 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, ShaderCode> PixelShaderCache::pixel_uid_checker;
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LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
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@ -517,7 +516,6 @@ void PixelShaderCache::Clear()
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for (auto& iter : PixelShaders)
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iter.second.Destroy();
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PixelShaders.clear();
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pixel_uid_checker.Invalidate();
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last_entry = nullptr;
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}
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@ -557,11 +555,6 @@ void PixelShaderCache::Shutdown()
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode)
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{
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PixelShaderUid uid = GetPixelShaderUid(dstAlphaMode);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code = GeneratePixelShaderCode(dstAlphaMode, API_D3D, uid.GetUidData());
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pixel_uid_checker.AddToIndexAndCheck(code, uid, "Pixel", "p");
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}
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// Check if the shader is already set
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if (last_entry)
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@ -53,8 +53,6 @@ private:
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static PSCache PixelShaders;
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static const PSCacheEntry* last_entry;
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static PixelShaderUid last_uid;
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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 +24,6 @@ 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, 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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@ -177,7 +176,6 @@ void VertexShaderCache::Clear()
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for (auto& iter : vshaders)
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iter.second.Destroy();
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vshaders.clear();
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vertex_uid_checker.Invalidate();
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last_entry = nullptr;
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}
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@ -200,11 +198,6 @@ void VertexShaderCache::Shutdown()
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bool VertexShaderCache::SetShader()
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{
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VertexShaderUid uid = GetVertexShaderUid();
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code = GenerateVertexShaderCode(API_D3D, uid.GetUidData());
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vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
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}
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if (last_entry)
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{
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@ -58,8 +58,6 @@ private:
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static VSCache vshaders;
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static const VSCacheEntry* last_entry;
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static VertexShaderUid last_uid;
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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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