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Shader: Define a common interface for running vertex shader programs.
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@ -215,6 +215,9 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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unsigned int vertex_cache_pos = 0;
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vertex_cache_ids.fill(-1);
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Shader::UnitState shader_unit;
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Shader::Setup(shader_unit);
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for (unsigned int index = 0; index < regs.num_vertices; ++index)
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{
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unsigned int vertex = is_indexed ? (index_u16 ? index_address_16[index] : index_address_8[index]) : index;
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@ -307,7 +310,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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&geometry_dumper, _1, _2, _3));
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#endif
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// Send to vertex shader
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output = Shader::RunShader(input, attribute_config.GetNumTotalAttributes(), g_state.regs.vs, g_state.vs);
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output = Shader::Run(shader_unit, input, attribute_config.GetNumTotalAttributes());
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if (is_indexed) {
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vertex_cache[vertex_cache_pos] = output;
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