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Optimize shader uid checks by checking the number of uid values which are actually used.
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@ -67,6 +67,9 @@ const s_svar VSVar_Loc[] = { {I_POSNORMALMATRIX, C_POSNORMALMATRIX, 6 },
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struct vertex_shader_uid_data
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{
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u32 num_values; // TODO: Shouldn't be a u32
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u32 NumValues() const { return num_values; }
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u32 components;
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u32 numColorChans : 2;
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u32 numTexGens : 4;
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