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ShaderGen: Use u8 as uid storage base type. Fixes an off-by-one error introduced in revision bdc28106ee that caused some lighting issues.
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@@ -537,7 +537,7 @@ static void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE Api
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#define MY_STRUCT_OFFSET(str,elem) ((u32)((u64)&(str).elem-(u64)&(str)))
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bool enable_pl = g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting;
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uid_data.num_values = (enable_pl) ? sizeof(uid_data)/sizeof(32) : MY_STRUCT_OFFSET(uid_data,stagehash[numStages])/sizeof(u32);
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uid_data.num_values = (enable_pl) ? sizeof(uid_data) : MY_STRUCT_OFFSET(uid_data,stagehash[numStages]);
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if (numStages)
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