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VideoCommon: De-globalize VertexShaderManager class.
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@ -54,7 +54,8 @@ void BPInit()
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bpmem.bpMask = 0xFFFFFF;
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}
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static void BPWritten(PixelShaderManager& pixel_shader_manager, const BPCmd& bp,
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static void BPWritten(PixelShaderManager& pixel_shader_manager,
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VertexShaderManager& vertex_shader_manager, const BPCmd& bp,
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int cycles_into_future)
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{
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/*
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@ -136,7 +137,7 @@ static void BPWritten(PixelShaderManager& pixel_shader_manager, const BPCmd& bp,
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case BPMEM_SCISSORTL: // Scissor Rectable Top, Left
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case BPMEM_SCISSORBR: // Scissor Rectable Bottom, Right
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case BPMEM_SCISSOROFFSET: // Scissor Offset
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VertexShaderManager::SetViewportChanged();
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vertex_shader_manager.SetViewportChanged();
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GeometryShaderManager::SetViewportChanged();
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return;
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case BPMEM_LINEPTWIDTH: // Line Width
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@ -762,7 +763,8 @@ void LoadBPReg(u8 reg, u32 value, int cycles_into_future)
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if (reg != BPMEM_BP_MASK)
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bpmem.bpMask = 0xFFFFFF;
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BPWritten(system.GetPixelShaderManager(), bp, cycles_into_future);
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BPWritten(system.GetPixelShaderManager(), system.GetVertexShaderManager(), bp,
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cycles_into_future);
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}
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void LoadBPRegPreprocess(u8 reg, u32 value, int cycles_into_future)
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