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Remove the rest of ShaderDebugging.
Without UID checking, it's basically a no-op that disables shader cache and stores the shader source code (without ever reading it back).
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@ -213,13 +213,6 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 primitive_
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!uid.guid.GetUidData()->IsPassthrough())
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gcode = GenerateGeometryShaderCode(API_OPENGL, uid.guid.GetUidData());
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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newentry.shader.strvprog = vcode.GetBuffer();
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newentry.shader.strpprog = pcode.GetBuffer();
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newentry.shader.strgprog = gcode.GetBuffer();
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}
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
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{
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@ -421,7 +414,7 @@ void ProgramShaderCache::Init()
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s_buffer = StreamBuffer::Create(GL_UNIFORM_BUFFER, UBO_LENGTH);
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// Read our shader cache, only if supported
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if (g_ogl_config.bSupportsGLSLCache && !g_Config.bEnableShaderDebugging)
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if (g_ogl_config.bSupportsGLSLCache)
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{
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GLint Supported;
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glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &Supported);
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@ -455,7 +448,7 @@ void ProgramShaderCache::Init()
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void ProgramShaderCache::Shutdown()
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{
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// store all shaders in cache on disk
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if (g_ogl_config.bSupportsGLSLCache && !g_Config.bEnableShaderDebugging)
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if (g_ogl_config.bSupportsGLSLCache)
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{
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for (auto& entry : pshaders)
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{
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