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VideoCore/Shader: Use only entry_point as ShaderSetup param
This removes all implicit dependency of ShaderState on global PICA state.
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@ -150,7 +150,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
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static_cast<void*>(&immediate_input));
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shader_unit.LoadInputVertex(immediate_input, regs.vs.num_input_attributes + 1);
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g_state.vs.Run(shader_unit);
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g_state.vs.Run(shader_unit, regs.vs.main_offset);
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Shader::OutputVertex output_vertex =
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shader_unit.output_registers.ToVertex(regs.vs);
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@ -285,7 +285,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
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(void*)&input);
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shader_unit.LoadInputVertex(input, loader.GetNumTotalAttributes());
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g_state.vs.Run(shader_unit);
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g_state.vs.Run(shader_unit, regs.vs.main_offset);
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// Retrieve vertex from register data
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output_vertex = shader_unit.output_registers.ToVertex(regs.vs);
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