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

@ -24,7 +24,6 @@ namespace DX11
VertexShaderCache::VSCache VertexShaderCache::vshaders;
const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry;
VertexShaderUid VertexShaderCache::last_uid;
UidChecker<VertexShaderUid, ShaderCode> VertexShaderCache::vertex_uid_checker;
static ID3D11VertexShader* SimpleVertexShader = nullptr;
static ID3D11VertexShader* ClearVertexShader = nullptr;
@ -177,7 +176,6 @@ void VertexShaderCache::Clear()
for (auto& iter : vshaders)
iter.second.Destroy();
vshaders.clear();
vertex_uid_checker.Invalidate();
last_entry = nullptr;
}
@ -200,11 +198,6 @@ void VertexShaderCache::Shutdown()
bool VertexShaderCache::SetShader()
{
VertexShaderUid uid = GetVertexShaderUid();
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode code = GenerateVertexShaderCode(API_D3D, uid.GetUidData());
vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
}
if (last_entry)
{