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
PixelShaderCache::PSCache PixelShaderCache::PixelShaders;
const PixelShaderCache::PSCacheEntry* PixelShaderCache::last_entry;
PixelShaderUid PixelShaderCache::last_uid;
UidChecker<PixelShaderUid, ShaderCode> PixelShaderCache::pixel_uid_checker;
LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
@ -517,7 +516,6 @@ void PixelShaderCache::Clear()
for (auto& iter : PixelShaders)
iter.second.Destroy();
PixelShaders.clear();
pixel_uid_checker.Invalidate();
last_entry = nullptr;
}
@ -557,11 +555,6 @@ void PixelShaderCache::Shutdown()
bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode)
{
PixelShaderUid uid = GetPixelShaderUid(dstAlphaMode);
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode code = GeneratePixelShaderCode(dstAlphaMode, API_D3D, uid.GetUidData());
pixel_uid_checker.AddToIndexAndCheck(code, uid, "Pixel", "p");
}
// Check if the shader is already set
if (last_entry)