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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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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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