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Optimize shader uid checks by checking the number of uid values which are actually used.
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@ -74,6 +74,8 @@ static void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
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vertex_shader_uid_data& uid_data = (&out.template GetUidData<vertex_shader_uid_data>() != NULL)
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? out.template GetUidData<vertex_shader_uid_data>() : dummy_data;
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uid_data.num_values = sizeof(uid_data)/sizeof(u32);
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out.SetBuffer(text);
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#ifndef ANDROID
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locale_t locale;
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