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VideoCommon: Add a separate constants buffer for the geometry shader.
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@ -43,11 +43,12 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
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// uniforms
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if (ApiType == API_OPENGL)
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out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
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out.Write("layout(std140%s) uniform GSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 3" : "");
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else
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out.Write("cbuffer VSBlock {\n");
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out.Write(s_shader_uniforms);
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out.Write("};\n");
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out.Write("cbuffer GSBlock {\n");
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out.Write(
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"\tfloat4 " I_STEREOPARAMS";\n"
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"};\n");
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uid_data->numTexGens = xfmem.numTexGen.numTexGens;
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uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
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