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VideoCore: Consistently use shader configuration to load attributes
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@ -151,7 +151,7 @@ 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::UnitState shader_unit;
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shader_unit.LoadInput(immediate_input, regs.vs.max_input_attribute_index + 1);
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shader_unit.LoadInput(regs.vs, immediate_input);
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shader_engine->Run(g_state.vs, shader_unit);
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auto output_vertex = Shader::OutputVertex::FromRegisters(
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shader_unit.registers.output, regs, regs.vs.output_mask);
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@ -288,7 +288,7 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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if (g_debug_context)
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g_debug_context->OnEvent(DebugContext::Event::VertexShaderInvocation,
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(void*)&input);
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shader_unit.LoadInput(input, loader.GetNumTotalAttributes());
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shader_unit.LoadInput(regs.vs, input);
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shader_engine->Run(g_state.vs, shader_unit);
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// Retrieve vertex from register data
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