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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-22 05:40:01 -06:00
Remove UID Checker.
Kind of pointless now that multiple shaders with the same UID are now fundementally impossible.
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@ -42,10 +42,6 @@ static LinearDiskCache<GeometryShaderUid, u8> s_gs_disk_cache;
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static LinearDiskCache<PixelShaderUid, u8> s_ps_disk_cache;
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static LinearDiskCache<VertexShaderUid, u8> s_vs_disk_cache;
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static UidChecker<GeometryShaderUid, ShaderCode> s_geometry_uid_checker;
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static UidChecker<PixelShaderUid, ShaderCode> s_pixel_uid_checker;
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static UidChecker<VertexShaderUid, ShaderCode> s_vertex_uid_checker;
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static D3D12_SHADER_BYTECODE s_last_geometry_shader_bytecode;
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static D3D12_SHADER_BYTECODE s_last_pixel_shader_bytecode;
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static D3D12_SHADER_BYTECODE s_last_vertex_shader_bytecode;
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@ -152,10 +148,6 @@ void ShaderCache::Shutdown()
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s_ps_hlsl_cache.clear();
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s_vs_hlsl_cache.clear();
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}
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s_geometry_uid_checker.Invalidate();
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s_pixel_uid_checker.Invalidate();
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s_vertex_uid_checker.Invalidate();
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}
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void ShaderCache::LoadAndSetActiveShaders(DSTALPHA_MODE ps_dst_alpha_mode, u32 gs_primitive_type)
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@ -217,12 +209,6 @@ void ShaderCache::HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_t
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{
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s_last_geometry_shader_uid = gs_uid;
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code = GenerateGeometryShaderCode(gs_primitive_type, API_D3D, gs_uid.GetUidData());
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s_geometry_uid_checker.AddToIndexAndCheck(code, gs_uid, "Geometry", "g");
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}
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if (gs_uid.GetUidData()->IsPassthrough())
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{
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s_last_geometry_shader_bytecode = {};
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@ -261,12 +247,6 @@ void ShaderCache::HandlePSUIDChange(PixelShaderUid ps_uid, DSTALPHA_MODE ps_dst_
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{
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s_last_pixel_shader_uid = ps_uid;
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code = GeneratePixelShaderCode(ps_dst_alpha_mode, API_D3D, ps_uid.GetUidData());
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s_pixel_uid_checker.AddToIndexAndCheck(code, ps_uid, "Pixel", "p");
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}
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auto ps_iterator = s_ps_bytecode_cache.find(ps_uid);
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if (ps_iterator != s_ps_bytecode_cache.end())
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{
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@ -302,12 +282,6 @@ void ShaderCache::HandleVSUIDChange(VertexShaderUid vs_uid)
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{
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s_last_vertex_shader_uid = vs_uid;
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code = GenerateVertexShaderCode(API_D3D, vs_uid.GetUidData());
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s_vertex_uid_checker.AddToIndexAndCheck(code, vs_uid, "Vertex", "v");
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}
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auto vs_iterator = s_vs_bytecode_cache.find(vs_uid);
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if (vs_iterator != s_vs_bytecode_cache.end())
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{
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