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VideoBackends: allow custom pixel uniforms to be passed to the vertex shader as well
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@ -261,7 +261,7 @@ void VertexManager::UpdatePixelShaderConstants()
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if (pixel_shader_manager.custom_constants_dirty)
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{
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StateTracker::GetInstance()->SetGXUniformBuffer(
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UBO_DESCRIPTOR_SET_BINDING_PS_CUST, m_uniform_stream_buffer->GetBuffer(),
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UBO_DESCRIPTOR_SET_BINDING_CUST, m_uniform_stream_buffer->GetBuffer(),
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m_uniform_stream_buffer->GetCurrentOffset(),
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static_cast<u32>(pixel_shader_manager.custom_constants.size()));
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std::memcpy(m_uniform_stream_buffer->GetCurrentHostPointer(),
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@ -337,7 +337,7 @@ void VertexManager::UploadAllConstants()
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if (!pixel_shader_manager.custom_constants.empty())
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{
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StateTracker::GetInstance()->SetGXUniformBuffer(
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UBO_DESCRIPTOR_SET_BINDING_PS_CUST, m_uniform_stream_buffer->GetBuffer(),
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UBO_DESCRIPTOR_SET_BINDING_CUST, m_uniform_stream_buffer->GetBuffer(),
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m_uniform_stream_buffer->GetCurrentOffset() + custom_pixel_constants_offset,
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custom_constants_size);
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}
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