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Shader: Remove OutputRegisters struct
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@ -152,8 +152,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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Shader::UnitState shader_unit;
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shader_unit.LoadInputVertex(immediate_input, regs.vs.num_input_attributes + 1);
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shader_engine->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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auto output_vertex = Shader::OutputVertex::FromRegisters(
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shader_unit.registers.output, regs, regs.vs.output_mask);
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// Send to renderer
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using Pica::Shader::OutputVertex;
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@ -291,7 +291,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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shader_engine->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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output_vertex = Shader::OutputVertex::FromRegisters(shader_unit.registers.output,
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regs, regs.vs.output_mask);
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if (is_indexed) {
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vertex_cache[vertex_cache_pos] = output_vertex;
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