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  1. for(auto&& desc : description)
  2. unique_ptr<ShaderTechnique> technique(new ShaderTechnique( *device, desc, options ));
  3. // Always non-null returns from new.
  4. if (technique->PassCount() > 0 ) {
  5. techniqueindices.Add( technique->Name(), techniques.size() );
  6. // Release it when `techniques` holder will become owner
  7. techniques.push_back(std::move(technique));
  8. for ( ulword i = 0; i < mytech->PassCount(); ++i ) {
  9. Parameters.Add( mytech->PassAt( i )->Parameters );
  10. }
  11. }
  12. }
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