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VideoCommon: De-globalize VertexShaderManager class.
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@ -836,7 +836,9 @@ void Metal::StateTracker::PrepareRender()
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{
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m_flags.has_gx_vs_uniform = true;
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Map map = Allocate(UploadBuffer::Uniform, sizeof(VertexShaderConstants), AlignMask::Uniform);
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memcpy(map.cpu_buffer, &VertexShaderManager::constants, sizeof(VertexShaderConstants));
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auto& system = Core::System::GetInstance();
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auto& vertex_shader_manager = system.GetVertexShaderManager();
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memcpy(map.cpu_buffer, &vertex_shader_manager.constants, sizeof(VertexShaderConstants));
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SetVertexBufferNow(1, map.gpu_buffer, map.gpu_offset);
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if (pipe->UsesFragmentBuffer(1))
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SetFragmentBufferNow(1, map.gpu_buffer, map.gpu_offset);
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@ -93,9 +93,10 @@ void Metal::VertexManager::UploadUniforms()
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{
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auto& system = Core::System::GetInstance();
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auto& pixel_shader_manager = system.GetPixelShaderManager();
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g_state_tracker->InvalidateUniforms(VertexShaderManager::dirty, GeometryShaderManager::dirty,
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auto& vertex_shader_manager = system.GetVertexShaderManager();
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g_state_tracker->InvalidateUniforms(vertex_shader_manager.dirty, GeometryShaderManager::dirty,
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pixel_shader_manager.dirty);
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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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