Plumb the computed pipeline state into ComputeFragmentShaderID.
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14 changed files with 23 additions and 23 deletions
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@ -246,7 +246,7 @@ std::string FragmentShaderDesc(const FShaderID &id) {
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// Here we must take all the bits of the gstate that determine what the fragment shader will
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// look like, and concatenate them together into an ID.
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void ComputeFragmentShaderID(FShaderID *id_out, const Draw::Bugs &bugs) {
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void ComputeFragmentShaderID(FShaderID *id_out, const ComputedPipelineState &pipelineState, const Draw::Bugs &bugs) {
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FShaderID id;
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if (gstate.isModeClear()) {
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// We only need one clear shader, so let's ignore the rest of the bits.
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