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synced 2025-07-23 14:19:46 -06:00
Remove UID Checker.
Kind of pointless now that multiple shaders with the same UID are now fundementally impossible.
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@ -24,7 +24,6 @@ namespace DX11
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VertexShaderCache::VSCache VertexShaderCache::vshaders;
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const VertexShaderCache::VSCacheEntry* VertexShaderCache::last_entry;
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VertexShaderUid VertexShaderCache::last_uid;
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UidChecker<VertexShaderUid, ShaderCode> VertexShaderCache::vertex_uid_checker;
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static ID3D11VertexShader* SimpleVertexShader = nullptr;
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static ID3D11VertexShader* ClearVertexShader = nullptr;
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@ -177,7 +176,6 @@ void VertexShaderCache::Clear()
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for (auto& iter : vshaders)
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iter.second.Destroy();
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vshaders.clear();
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vertex_uid_checker.Invalidate();
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last_entry = nullptr;
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}
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@ -200,11 +198,6 @@ void VertexShaderCache::Shutdown()
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bool VertexShaderCache::SetShader()
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{
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VertexShaderUid uid = GetVertexShaderUid();
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code = GenerateVertexShaderCode(API_D3D, uid.GetUidData());
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vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
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}
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if (last_entry)
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{
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