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authorLioncash <mathew1800@gmail.com>2016-02-15 23:31:25 -0500
committerLioncash <mathew1800@gmail.com>2016-02-15 23:32:30 -0500
commit6c0db9fe3c2160b0d1231716aea1a2663b0ae35d (patch)
tree0ca411700db67ae1a47ce6b6ec8ba7438a37f7bd /Source/Core/VideoBackends/D3D12/ShaderCache.cpp
parent53fe5a04ec978bec1536140a974f709e716135b2 (diff)
ShaderCache: Remove unnecessary template type specifications
These are already inferred through the passed in arguments.
Diffstat (limited to 'Source/Core/VideoBackends/D3D12/ShaderCache.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D12/ShaderCache.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/Source/Core/VideoBackends/D3D12/ShaderCache.cpp b/Source/Core/VideoBackends/D3D12/ShaderCache.cpp
index 272a6a436b..1152ea19b6 100644
--- a/Source/Core/VideoBackends/D3D12/ShaderCache.cpp
+++ b/Source/Core/VideoBackends/D3D12/ShaderCache.cpp
@@ -241,7 +241,7 @@ void ShaderCache::HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_t
return;
}
- s_last_geometry_shader_bytecode = InsertByteCode<GeometryShaderUid, GsBytecodeCache>(gs_uid, &s_gs_bytecode_cache, gs_bytecode);
+ s_last_geometry_shader_bytecode = InsertByteCode(gs_uid, &s_gs_bytecode_cache, gs_bytecode);
s_gs_disk_cache.Append(gs_uid, reinterpret_cast<u8*>(gs_bytecode->GetBufferPointer()), static_cast<u32>(gs_bytecode->GetBufferSize()));
if (g_ActiveConfig.bEnableShaderDebugging)
@@ -278,7 +278,7 @@ void ShaderCache::HandlePSUIDChange(PixelShaderUid ps_uid, DSTALPHA_MODE ps_dst_
return;
}
- s_last_pixel_shader_bytecode = InsertByteCode<PixelShaderUid, PsBytecodeCache>(ps_uid, &s_ps_bytecode_cache, ps_bytecode);
+ s_last_pixel_shader_bytecode = InsertByteCode(ps_uid, &s_ps_bytecode_cache, ps_bytecode);
s_ps_disk_cache.Append(ps_uid, reinterpret_cast<u8*>(ps_bytecode->GetBufferPointer()), static_cast<u32>(ps_bytecode->GetBufferSize()));
SETSTAT(stats.numPixelShadersAlive, static_cast<int>(s_ps_bytecode_cache.size()));
@@ -318,7 +318,7 @@ void ShaderCache::HandleVSUIDChange(VertexShaderUid vs_uid)
return;
}
- s_last_vertex_shader_bytecode = InsertByteCode<VertexShaderUid, VsBytecodeCache>(vs_uid, &s_vs_bytecode_cache, vs_bytecode);
+ s_last_vertex_shader_bytecode = InsertByteCode(vs_uid, &s_vs_bytecode_cache, vs_bytecode);
s_vs_disk_cache.Append(vs_uid, reinterpret_cast<u8*>(vs_bytecode->GetBufferPointer()), static_cast<u32>(vs_bytecode->GetBufferSize()));
SETSTAT(stats.numVertexShadersAlive, static_cast<int>(s_vs_bytecode_cache.size()));