VideoCommon: Don't add garbage to shader uids in debug builds
There wasn't anything stopping compilers from doing it in release builds either, but most optimizations would make the padding zero
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@ -71,6 +71,8 @@ public:
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static_assert(std::is_trivially_copyable_v<uid_data>,
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static_assert(std::is_trivially_copyable_v<uid_data>,
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"uid_data must be a trivially copyable type");
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"uid_data must be a trivially copyable type");
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ShaderUid() { memset(GetUidData(), 0, GetUidDataSize()); }
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bool operator==(const ShaderUid& obj) const
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bool operator==(const ShaderUid& obj) const
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{
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{
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return memcmp(GetUidData(), obj.GetUidData(), GetUidDataSize()) == 0;
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return memcmp(GetUidData(), obj.GetUidData(), GetUidDataSize()) == 0;
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