Fix a critical bug which caused shaders to be redundantly recompiled when disabling per-pixel depth.
As a nice side effect, the number of redundant shader compilations is now next to zero ;)
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@ -124,6 +124,7 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode)
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{
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{
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// Courtesy of PreAlphaTest, we're done already ;)
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// Courtesy of PreAlphaTest, we're done already ;)
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// TODO: There's a comment including bpmem.genmode.numindstages.. shouldnt really bother about that though.
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// TODO: There's a comment including bpmem.genmode.numindstages.. shouldnt really bother about that though.
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uid->tevstages = 1;
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return;
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return;
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}
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}
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