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GeometryShaderGen: Pass the primitive type and always run the generator regardless of stereoscopy.
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@ -186,14 +186,14 @@ void GeometryShaderCache::Shutdown()
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g_gs_disk_cache.Close();
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}
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bool GeometryShaderCache::SetShader(u32 components)
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bool GeometryShaderCache::SetShader(u32 primitive_type)
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{
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GeometryShaderUid uid;
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GetGeometryShaderUid(uid, components, API_D3D);
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GetGeometryShaderUid(uid, primitive_type, API_D3D);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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ShaderCode code;
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GenerateGeometryShaderCode(code, components, API_D3D);
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GenerateGeometryShaderCode(code, primitive_type, API_D3D);
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geometry_uid_checker.AddToIndexAndCheck(code, uid, "Geometry", "g");
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}
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@ -222,7 +222,7 @@ bool GeometryShaderCache::SetShader(u32 components)
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// Need to compile a new shader
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ShaderCode code;
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GenerateGeometryShaderCode(code, components, API_D3D);
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GenerateGeometryShaderCode(code, primitive_type, API_D3D);
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D3DBlob* pbytecode;
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if (!D3D::CompileGeometryShader(code.GetBuffer(), &pbytecode))
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