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Change RunVertices' function arguments.
This reduces some dumb state shuffling when calling the emitted vertex loaders.
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@ -457,7 +457,7 @@ bool VertexLoaderX64::IsInitialized()
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return cpu_info.bSSSE3;
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}
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int VertexLoaderX64::RunVertices(int primitive, int count, DataReader src, DataReader dst)
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int VertexLoaderX64::RunVertices(DataReader src, DataReader dst, int count, int primitive)
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{
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m_numLoadedVertices += count;
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return ((int (*)(u8* src, u8* dst, int count))region)(src.GetPointer(), dst.GetPointer(), count);
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