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authorScott Mansell <phiren@gmail.com>2016-02-28 10:01:25 +1300
committerScott Mansell <phiren@gmail.com>2016-06-26 16:25:11 +1200
commit2f134c5c36c3a9c3c7a618635d98d0bf2191b9f2 (patch)
tree245132a692350e0d43bd7a5f39e2782670e9ee2d /Source/Core/VideoCommon/GeometryShaderGen.cpp
parentebe5fd0b36556a39ac25052966261b56d90ea1ae (diff)
Remove the rest of ShaderDebugging.
Without UID checking, it's basically a no-op that disables shader cache and stores the shader source code (without ever reading it back).
Diffstat (limited to 'Source/Core/VideoCommon/GeometryShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/GeometryShaderGen.cpp1
1 files changed, 0 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/GeometryShaderGen.cpp b/Source/Core/VideoCommon/GeometryShaderGen.cpp
index a137b7ff06..f3562254b9 100644
--- a/Source/Core/VideoCommon/GeometryShaderGen.cpp
+++ b/Source/Core/VideoCommon/GeometryShaderGen.cpp
@@ -85,7 +85,6 @@ ShaderCode GenerateGeometryShaderCode(API_TYPE ApiType, const geometry_shader_ui
"\tint4 " I_TEXOFFSET ";\n"
"};\n");
-
out.Write("struct VS_OUTPUT {\n");
GenerateVSOutputMembers<ShaderCode>(out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
"");