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D3D: Set the geometry shader before every draw call.
And refactor the VertexManager draw call.
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@ -1105,13 +1105,14 @@ void Renderer::ApplyState(bool bUseDstAlpha)
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}
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ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
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ID3D11Buffer* pixelConstants = PixelShaderCache::GetConstantBuffer();
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D3D::stateman->SetPixelConstants(pixelConstants, g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
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D3D::stateman->SetPixelConstants(PixelShaderCache::GetConstantBuffer(), g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
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D3D::stateman->SetVertexConstants(vertexConstants);
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D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
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D3D::stateman->SetPixelShader(PixelShaderCache::GetActiveShader());
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D3D::stateman->SetVertexShader(VertexShaderCache::GetActiveShader());
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D3D::stateman->SetGeometryShader(GeometryShaderCache::GetActiveShader());
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}
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void Renderer::RestoreState()
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