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Remove the rest of ShaderDebugging.
Without UID checking, it's basically a no-op that disables shader cache and stores the shader source code (without ever reading it back).
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parent
ebe5fd0b36
commit
2f134c5c36
11 changed files with 2 additions and 91 deletions
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@ -504,9 +504,6 @@ void PixelShaderCache::Init()
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PixelShaderCacheInserter inserter;
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g_ps_disk_cache.OpenAndRead(cache_filename, inserter);
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if (g_Config.bEnableShaderDebugging)
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Clear();
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last_entry = nullptr;
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}
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@ -596,11 +593,6 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode)
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bool success = InsertByteCode(uid, pbytecode->Data(), pbytecode->Size());
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pbytecode->Release();
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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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}
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GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE, true);
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return success;
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}
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