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VideoCommon: VertexManager -> VertexManagerBase
It may be a bit weird to see calls to static functions in VertexManagerBase now, but at least it's easier to see what's going on.
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@ -657,7 +657,7 @@ void VertexShaderManager::SetTexMatrixChangedA(u32 Value)
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{
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if (g_main_cp_state.matrix_index_a.Hex != Value)
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{
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VertexManager::Flush();
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VertexManagerBase::Flush();
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if (g_main_cp_state.matrix_index_a.PosNormalMtxIdx != (Value & 0x3f))
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bPosNormalMatrixChanged = true;
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bTexMatricesChanged[0] = true;
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@ -669,7 +669,7 @@ void VertexShaderManager::SetTexMatrixChangedB(u32 Value)
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{
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if (g_main_cp_state.matrix_index_b.Hex != Value)
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{
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VertexManager::Flush();
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VertexManagerBase::Flush();
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bTexMatricesChanged[1] = true;
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g_main_cp_state.matrix_index_b.Hex = Value;
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}
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@ -738,7 +738,7 @@ void VertexShaderManager::TransformToClipSpace(const float* data, float* out, u3
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// We use the projection matrix calculated by VertexShaderManager, because it
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// includes any free look transformations.
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// Make sure VertexManager::SetConstants() has been called first.
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// Make sure VertexShaderManager::SetConstants() has been called first.
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const float* proj_matrix = &g_fProjectionMatrix[0];
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const float t[3] = {
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