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synced 2025-07-21 05:09:34 -06:00
Remove UID Checker.
Kind of pointless now that multiple shaders with the same UID are now fundementally impossible.
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@ -36,9 +36,6 @@ static GLuint CurrentProgram = 0;
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ProgramShaderCache::PCache ProgramShaderCache::pshaders;
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ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_entry;
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SHADERUID ProgramShaderCache::last_uid;
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UidChecker<PixelShaderUid, ShaderCode> ProgramShaderCache::pixel_uid_checker;
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UidChecker<VertexShaderUid, ShaderCode> ProgramShaderCache::vertex_uid_checker;
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UidChecker<GeometryShaderUid, ShaderCode> ProgramShaderCache::geometry_uid_checker;
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static std::string s_glsl_header = "";
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@ -400,19 +397,6 @@ void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode,
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uid->puid = GetPixelShaderUid(dstAlphaMode);
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uid->vuid = GetVertexShaderUid();
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uid->guid = GetGeometryShaderUid(primitive_type);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode pcode = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, uid->puid.GetUidData());
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pixel_uid_checker.AddToIndexAndCheck(pcode, uid->puid, "Pixel", "p");
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ShaderCode vcode = GenerateVertexShaderCode(API_OPENGL, uid->vuid.GetUidData());
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vertex_uid_checker.AddToIndexAndCheck(vcode, uid->vuid, "Vertex", "v");
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ShaderCode gcode =
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GenerateGeometryShaderCode(primitive_type, API_OPENGL, uid->guid.GetUidData());
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geometry_uid_checker.AddToIndexAndCheck(gcode, uid->guid, "Geometry", "g");
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}
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}
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ProgramShaderCache::PCacheEntry ProgramShaderCache::GetShaderProgram()
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@ -517,9 +501,6 @@ void ProgramShaderCache::Shutdown()
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}
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pshaders.clear();
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pixel_uid_checker.Invalidate();
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vertex_uid_checker.Invalidate();
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s_buffer.reset();
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}
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