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Multithreadded Shadergen: Second Pass over geometery Shadergen
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@ -214,7 +214,7 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 primitive_
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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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gcode = GenerateGeometryShaderCode(primitive_type, API_OPENGL);
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gcode = GenerateGeometryShaderCode(primitive_type, API_OPENGL, uid.guid.GetUidData());
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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@ -399,7 +399,7 @@ void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode,
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{
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uid->puid = GetPixelShaderUid(dstAlphaMode, API_OPENGL);
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uid->vuid = GetVertexShaderUid(API_OPENGL);
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uid->guid = GetGeometryShaderUid(primitive_type, API_OPENGL);
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uid->guid = GetGeometryShaderUid(primitive_type);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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@ -409,7 +409,8 @@ void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode,
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ShaderCode vcode = GenerateVertexShaderCode(API_OPENGL);
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vertex_uid_checker.AddToIndexAndCheck(vcode, uid->vuid, "Vertex", "v");
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ShaderCode gcode = GenerateGeometryShaderCode(primitive_type, API_OPENGL);
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ShaderCode gcode =
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GenerateGeometryShaderCode(primitive_type, API_OPENGL, uid->guid.GetUidData());
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geometry_uid_checker.AddToIndexAndCheck(gcode, uid->guid, "Geometry", "g");
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}
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}
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