Add runtime checks to make sure we aren't overoptimizing the pixel shader cache.
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@@ -56,6 +56,8 @@ class PixelShaderCache
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{
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shader.Destroy();
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}
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PIXELSHADERUIDSAFE safe_uid;
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std::string code;
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};
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typedef std::map<PIXELSHADERUID, PSCacheEntry> PSCache;
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