mirror of https://github.com/PCSX2/pcsx2.git
GS: Remove duplicate shader creation for RTA correction. The same shader would have been created just above.
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@ -2525,13 +2525,6 @@ bool GSDevice12::CompileConvertPipelines()
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// compile color copy pipelines
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gpb.SetRenderTarget(0, DXGI_FORMAT_R8G8B8A8_UNORM);
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gpb.SetDepthStencilFormat(DXGI_FORMAT_UNKNOWN);
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ComPtr<ID3DBlob> ps(GetUtilityPixelShader(*shader, shaderName(i)));
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if (!ps)
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return false;
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gpb.SetPixelShader(ps.get());
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for (u32 j = 16; j < 32; j++)
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{
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pxAssert(!m_color_copy[j]);
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@ -4001,15 +4001,7 @@ bool GSDeviceVK::CompileConvertPipelines()
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}
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else if (i == ShaderConvert::RTA_CORRECTION)
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{
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// compile color copy pipelines
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gpb.SetRenderPass(m_utility_color_render_pass_discard, 0);
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VkShaderModule ps = GetUtilityFragmentShader(*shader, shaderName(i));
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if (ps == VK_NULL_HANDLE)
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return false;
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ScopedGuard ps_guard([this, &ps]() { vkDestroyShaderModule(m_device, ps, nullptr); });
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gpb.SetFragmentShader(ps);
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for (u32 j = 16; j < 32; j++)
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{
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pxAssert(!m_color_copy[j]);
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