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VideoCommon: De-globalize VertexShaderManager class.
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@ -145,15 +145,18 @@ void VertexManager::UploadUniforms()
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void VertexManager::UpdateVertexShaderConstants()
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{
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if (!VertexShaderManager::dirty || !ReserveConstantStorage())
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auto& system = Core::System::GetInstance();
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auto& vertex_shader_manager = system.GetVertexShaderManager();
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if (!vertex_shader_manager.dirty || !ReserveConstantStorage())
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return;
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Renderer::GetInstance()->SetConstantBuffer(1, m_uniform_stream_buffer.GetCurrentGPUPointer());
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std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), &VertexShaderManager::constants,
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std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), &vertex_shader_manager.constants,
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sizeof(VertexShaderConstants));
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m_uniform_stream_buffer.CommitMemory(sizeof(VertexShaderConstants));
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ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, sizeof(VertexShaderConstants));
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VertexShaderManager::dirty = false;
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vertex_shader_manager.dirty = false;
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}
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void VertexManager::UpdateGeometryShaderConstants()
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@ -237,12 +240,13 @@ void VertexManager::UploadAllConstants()
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auto& system = Core::System::GetInstance();
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auto& pixel_shader_manager = system.GetPixelShaderManager();
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auto& vertex_shader_manager = system.GetVertexShaderManager();
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// Copy the actual data in
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std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer() + pixel_constants_offset,
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&pixel_shader_manager.constants, sizeof(PixelShaderConstants));
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std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer() + vertex_constants_offset,
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&VertexShaderManager::constants, sizeof(VertexShaderConstants));
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&vertex_shader_manager.constants, sizeof(VertexShaderConstants));
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std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer() + geometry_constants_offset,
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&GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
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@ -251,7 +255,7 @@ void VertexManager::UploadAllConstants()
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ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, allocation_size);
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// Clear dirty flags
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VertexShaderManager::dirty = false;
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vertex_shader_manager.dirty = false;
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GeometryShaderManager::dirty = false;
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pixel_shader_manager.dirty = false;
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}
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