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gl_shader_cache: Fixup GLSL unique identifiers
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4ffb487251
commit
e147ed4fc0
2 changed files with 3 additions and 3 deletions
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@ -136,12 +136,12 @@ u64 GetUniqueIdentifier(Maxwell::ShaderProgram program_type, const ProgramCode&
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/// Creates an unspecialized program from code streams
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/// Creates an unspecialized program from code streams
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GLShader::ProgramResult CreateProgram(Maxwell::ShaderProgram program_type, ProgramCode program_code,
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GLShader::ProgramResult CreateProgram(Maxwell::ShaderProgram program_type, ProgramCode program_code,
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ProgramCode program_code_b) {
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ProgramCode program_code_b) {
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GLShader::ShaderSetup setup(std::move(program_code));
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GLShader::ShaderSetup setup(program_code);
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if (program_type == Maxwell::ShaderProgram::VertexA) {
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if (program_type == Maxwell::ShaderProgram::VertexA) {
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// VertexB is always enabled, so when VertexA is enabled, we have two vertex shaders.
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// VertexB is always enabled, so when VertexA is enabled, we have two vertex shaders.
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// Conventional HW does not support this, so we combine VertexA and VertexB into one
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// Conventional HW does not support this, so we combine VertexA and VertexB into one
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// stage here.
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// stage here.
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setup.SetProgramB(std::move(program_code_b));
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setup.SetProgramB(program_code_b);
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}
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}
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setup.program.unique_identifier =
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setup.program.unique_identifier =
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GetUniqueIdentifier(program_type, program_code, program_code_b);
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GetUniqueIdentifier(program_type, program_code, program_code_b);
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@ -29,7 +29,7 @@ struct ShaderSetup {
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} program;
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} program;
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/// Used in scenarios where we have a dual vertex shaders
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/// Used in scenarios where we have a dual vertex shaders
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void SetProgramB(ProgramCode&& program_b) {
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void SetProgramB(ProgramCode program_b) {
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program.code_b = std::move(program_b);
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program.code_b = std::move(program_b);
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has_program_b = true;
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has_program_b = true;
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}
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}
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