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VideoConfig: Drop force vertex/pixel ubershader settings
This was mainly included for debugging, but could end up being confusing for users, as well as polluting the GL program cache with a mix of uber and specialized shaders if the option was changed.
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10 changed files with 8 additions and 47 deletions
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@ -271,19 +271,8 @@ SHADER* ProgramShaderCache::SetShader(u32 primitive_type, const GLVertexFormat*
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// Synchronous shader compiling.
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ShaderHostConfig host_config = ShaderHostConfig::GetCurrent();
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ShaderCode vcode;
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if (!g_ActiveConfig.bForceVertexUberShaders)
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vcode = GenerateVertexShaderCode(APIType::OpenGL, host_config, uid.vuid.GetUidData());
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else
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vcode = UberShader::GenVertexShader(APIType::OpenGL, host_config,
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UberShader::GetVertexShaderUid().GetUidData());
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ShaderCode pcode;
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if (!g_ActiveConfig.bForcePixelUberShaders)
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pcode = GeneratePixelShaderCode(APIType::OpenGL, host_config, uid.puid.GetUidData());
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else
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pcode = UberShader::GenPixelShader(APIType::OpenGL, host_config,
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UberShader::GetPixelShaderUid().GetUidData());
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ShaderCode vcode = GenerateVertexShaderCode(APIType::OpenGL, host_config, uid.vuid.GetUidData());
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ShaderCode pcode = GeneratePixelShaderCode(APIType::OpenGL, host_config, uid.puid.GetUidData());
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ShaderCode gcode;
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders &&
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!uid.guid.GetUidData()->IsPassthrough())
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