Remove UID Checker.

Kind of pointless now that multiple shaders with the same UID are
now fundementally impossible.
This commit is contained in:
Scott Mansell 2016-01-17 01:57:59 +13:00
parent 24e5d21780
commit 95469ec225
11 changed files with 0 additions and 145 deletions

View file

@ -36,9 +36,6 @@ static GLuint CurrentProgram = 0;
ProgramShaderCache::PCache ProgramShaderCache::pshaders;
ProgramShaderCache::PCacheEntry* ProgramShaderCache::last_entry;
SHADERUID ProgramShaderCache::last_uid;
UidChecker<PixelShaderUid, ShaderCode> ProgramShaderCache::pixel_uid_checker;
UidChecker<VertexShaderUid, ShaderCode> ProgramShaderCache::vertex_uid_checker;
UidChecker<GeometryShaderUid, ShaderCode> ProgramShaderCache::geometry_uid_checker;
static std::string s_glsl_header = "";
@ -400,19 +397,6 @@ void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode,
uid->puid = GetPixelShaderUid(dstAlphaMode);
uid->vuid = GetVertexShaderUid();
uid->guid = GetGeometryShaderUid(primitive_type);
if (g_ActiveConfig.bEnableShaderDebugging)
{
ShaderCode pcode = GeneratePixelShaderCode(dstAlphaMode, API_OPENGL, uid->puid.GetUidData());
pixel_uid_checker.AddToIndexAndCheck(pcode, uid->puid, "Pixel", "p");
ShaderCode vcode = GenerateVertexShaderCode(API_OPENGL, uid->vuid.GetUidData());
vertex_uid_checker.AddToIndexAndCheck(vcode, uid->vuid, "Vertex", "v");
ShaderCode gcode =
GenerateGeometryShaderCode(primitive_type, API_OPENGL, uid->guid.GetUidData());
geometry_uid_checker.AddToIndexAndCheck(gcode, uid->guid, "Geometry", "g");
}
}
ProgramShaderCache::PCacheEntry ProgramShaderCache::GetShaderProgram()
@ -517,9 +501,6 @@ void ProgramShaderCache::Shutdown()
}
pshaders.clear();
pixel_uid_checker.Invalidate();
vertex_uid_checker.Invalidate();
s_buffer.reset();
}