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synced 2025-07-21 05:09:34 -06:00
Remove UID Checker.
Kind of pointless now that multiple shaders with the same UID are now fundementally impossible.
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@ -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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