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DX9: Revert a bad optimization, hopefully fixing #10205. Vulkan: Add a missing check.
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@ -147,9 +147,13 @@ void ShaderManagerDX9::PSSetColorUniform3(int creg, u32 color) {
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}
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void ShaderManagerDX9::PSSetColorUniform3Alpha255(int creg, u32 color, u8 alpha) {
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float f[4];
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Uint8x3ToFloat4_AlphaUint8(f, color, alpha);
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device_->SetPixelShaderConstantF(creg, f, 1);
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const float col[4] = {
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(float)((color & 0xFF)),
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(float)((color & 0xFF00) >> 8),
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(float)((color & 0xFF0000) >> 16),
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(float)alpha,
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};
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device_->SetPixelShaderConstantF(creg, col, 1);
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}
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void ShaderManagerDX9::PSSetFloat(int creg, float value) {
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@ -69,7 +69,8 @@ DepalShaderCacheVulkan::~DepalShaderCacheVulkan() {
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void DepalShaderCacheVulkan::DeviceLost() {
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Clear();
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vulkan_->Delete().QueueDeleteShaderModule(vshader_);
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if (vshader_)
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vulkan_->Delete().QueueDeleteShaderModule(vshader_);
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draw_ = nullptr;
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vulkan_ = nullptr;
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}
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