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ProgramShaderCache: Always generate a geometry shader UID, even if stereoscopy is disabled.
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@ -220,7 +220,7 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components
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filename = StringFromFormat("%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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SaveData(filename, pcode.GetBuffer());
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if (g_ActiveConfig.bStereo)
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if (gcode.GetBuffer() != nullptr)
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{
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filename = StringFromFormat("%sgs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
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SaveData(filename, gcode.GetBuffer());
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@ -387,8 +387,7 @@ void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode,
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{
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GetPixelShaderUid(uid->puid, dstAlphaMode, API_OPENGL, components);
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GetVertexShaderUid(uid->vuid, components, API_OPENGL);
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if (g_ActiveConfig.bStereo)
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GetGeometryShaderUid(uid->guid, components, API_OPENGL);
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GetGeometryShaderUid(uid->guid, components, API_OPENGL);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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@ -41,10 +41,10 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
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out.Write("//Geometry Shader for 3D stereoscopy\n");
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uid_data->stereo = g_ActiveConfig.bStereo;
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if (ApiType == API_OPENGL)
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{
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// Insert layout parameters
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uid_data->stereo = g_ActiveConfig.bStereo;
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if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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out.Write("layout(triangles, invocations = %d) in;\n", g_ActiveConfig.bStereo ? 2 : 1);
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else
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