Remove UID Checker.

Kind of pointless now that multiple shaders with the same UID are
now fundementally impossible.
This commit is contained in:
Scott Mansell
2016-01-17 01:57:59 +13:00
parent 24e5d21780
commit 95469ec225
11 changed files with 0 additions and 145 deletions

View File

@ -26,7 +26,6 @@ namespace DX11
GeometryShaderCache::GSCache GeometryShaderCache::GeometryShaders;
const GeometryShaderCache::GSCacheEntry* GeometryShaderCache::last_entry;
GeometryShaderUid GeometryShaderCache::last_uid;
UidChecker<GeometryShaderUid, ShaderCode> GeometryShaderCache::geometry_uid_checker;
const GeometryShaderCache::GSCacheEntry GeometryShaderCache::pass_entry;
ID3D11GeometryShader* ClearGeometryShader = nullptr;
@ -177,7 +176,6 @@ void GeometryShaderCache::Clear()
for (auto& iter : GeometryShaders)
iter.second.Destroy();
GeometryShaders.clear();
geometry_uid_checker.Invalidate();
last_entry = nullptr;
}
@ -197,11 +195,6 @@ void GeometryShaderCache::Shutdown()
bool GeometryShaderCache::SetShader(u32 primitive_type)
{
GeometryShaderUid uid = GetGeometryShaderUid(primitive_type);
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode code = GenerateGeometryShaderCode(primitive_type, API_D3D, uid.GetUidData());
geometry_uid_checker.AddToIndexAndCheck(code, uid, "Geometry", "g");
}
// Check if the shader is already set
if (last_entry)