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GeometryShaderGen: Pass the primitive type and always run the generator regardless of stereoscopy.
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@ -141,7 +141,7 @@ void VertexManager::Draw(u32 stride)
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{
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D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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D3D::stateman->SetGeometryConstants(GeometryShaderCache::GetConstantBuffer());
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D3D::stateman->SetGeometryShader(g_ActiveConfig.iStereoMode > 0 ? GeometryShaderCache::GetActiveShader() : nullptr);
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D3D::stateman->SetGeometryShader(GeometryShaderCache::GetActiveShader());
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D3D::stateman->Apply();
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D3D::context->DrawIndexed(indices, startIndex, baseVertex);
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@ -219,13 +219,10 @@ void VertexManager::vFlush(bool useDstAlpha)
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return;
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}
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if (g_ActiveConfig.iStereoMode > 0)
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if (!GeometryShaderCache::SetShader(current_primitive_type))
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{
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if (!GeometryShaderCache::SetShader(components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR, true, { printf("Fail to set pixel shader\n"); });
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return;
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}
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR, true, { printf("Fail to set pixel shader\n"); });
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return;
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}
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if (g_ActiveConfig.backend_info.bSupportsBBox && BoundingBox::active)
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