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GeometryShaderGen: Pass the primitive type and always run the generator regardless of stereoscopy.
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@ -18,7 +18,7 @@ public:
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static void Init();
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static void Clear();
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static void Shutdown();
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static bool SetShader(u32 components); // TODO: Should be renamed to LoadShader
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static bool SetShader(u32 primitive_type); // TODO: Should be renamed to LoadShader
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static bool InsertByteCode(const GeometryShaderUid &uid, const void* bytecode, unsigned int bytecodelen);
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static ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader();
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