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GeometryShaderGen: Support multiple primitive types.
And make more stereoscopy code optional.
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@ -12,7 +12,6 @@
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#include "VideoBackends/D3D/VertexShaderCache.h"
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#include "VideoCommon/BoundingBox.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/Debugger.h"
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#include "VideoCommon/IndexGenerator.h"
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#include "VideoCommon/MainBase.h"
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@ -122,10 +121,6 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
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ADDSTAT(stats.thisFrame.bytesIndexStreamed, indexBufferSize);
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}
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static const float LINE_PT_TEX_OFFSETS[8] = {
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0.f, 0.0625f, 0.125f, 0.25f, 0.5f, 1.f, 1.f, 1.f
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};
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void VertexManager::Draw(u32 stride)
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{
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u32 components = VertexLoaderManager::GetCurrentVertexFormat()->m_components;
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@ -398,7 +398,7 @@ void ProgramShaderCache::GetShaderId(SHADERUID* uid, DSTALPHA_MODE dstAlphaMode,
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{
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GetPixelShaderUid(uid->puid, dstAlphaMode, API_OPENGL, components);
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GetVertexShaderUid(uid->vuid, components, API_OPENGL);
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GetGeometryShaderUid(uid->guid, components, API_OPENGL);
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GetGeometryShaderUid(uid->guid, primitive_type, API_OPENGL);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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