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VideoBackends: Clear uid bits that are unused for the current backend
Currently, this is only the logic op bit, but this will be extended to the framebuffer fetch/blend modes. In the future, when/if we move to VideoCommon pipelines, this state will be part of the pipeline UID anyway, and we can mask it out in the backend by using a two-level map, so the shaders/programs are shared.
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7 changed files with 30 additions and 2 deletions
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@ -162,5 +162,5 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const ShaderHostConfig& host
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const pixel_shader_uid_data* uid_data);
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void WritePixelShaderCommonHeader(ShaderCode& out, APIType ApiType, u32 num_texgens,
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bool per_pixel_lighting, bool bounding_box);
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ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data* uid_data);
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void ClearUnusedPixelShaderUidBits(APIType ApiType, PixelShaderUid* uid);
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PixelShaderUid GetPixelShaderUid();
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