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Fix Windows build, try 2.
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@ -462,7 +462,7 @@ void PixelShaderCache::Shutdown()
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bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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{
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PixelShaderUid uid;
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GetPixelShaderUid(uid, dstAlphaMode, components);
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GetPixelShaderUid(uid, dstAlphaMode, API_D3D11, components);
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// Check if the shader is already set
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if (last_entry)
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@ -508,7 +508,6 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
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if (g_ActiveConfig.bEnableShaderDebugging && success)
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{
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PixelShaders[uid].code = code.GetBuffer();
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GetSafePixelShaderId(&PixelShaders[uid].safe_uid, dstAlphaMode, components);
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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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@ -248,7 +248,7 @@ void VertexManager::vFlush()
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// set global constants
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VertexShaderManager::SetConstants();
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PixelShaderManager::SetConstants();
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PixelShaderManager::SetConstants(g_nativeVertexFmt->m_components);
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bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
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bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
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