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VideoCommon: De-globalize GeometryShaderManager class.
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@ -161,15 +161,18 @@ void VertexManager::UpdateVertexShaderConstants()
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void VertexManager::UpdateGeometryShaderConstants()
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{
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if (!GeometryShaderManager::dirty || !ReserveConstantStorage())
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auto& system = Core::System::GetInstance();
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auto& geometry_shader_manager = system.GetGeometryShaderManager();
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if (!geometry_shader_manager.dirty || !ReserveConstantStorage())
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return;
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Renderer::GetInstance()->SetConstantBuffer(2, m_uniform_stream_buffer.GetCurrentGPUPointer());
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std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), &GeometryShaderManager::constants,
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std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer(), &geometry_shader_manager.constants,
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sizeof(GeometryShaderConstants));
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m_uniform_stream_buffer.CommitMemory(sizeof(GeometryShaderConstants));
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ADDSTAT(g_stats.this_frame.bytes_uniform_streamed, sizeof(GeometryShaderConstants));
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GeometryShaderManager::dirty = false;
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geometry_shader_manager.dirty = false;
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}
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void VertexManager::UpdatePixelShaderConstants()
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@ -241,6 +244,7 @@ void VertexManager::UploadAllConstants()
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auto& system = Core::System::GetInstance();
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auto& pixel_shader_manager = system.GetPixelShaderManager();
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auto& vertex_shader_manager = system.GetVertexShaderManager();
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auto& geometry_shader_manager = system.GetGeometryShaderManager();
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// Copy the actual data in
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std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer() + pixel_constants_offset,
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@ -248,7 +252,7 @@ void VertexManager::UploadAllConstants()
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std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer() + vertex_constants_offset,
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&vertex_shader_manager.constants, sizeof(VertexShaderConstants));
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std::memcpy(m_uniform_stream_buffer.GetCurrentHostPointer() + geometry_constants_offset,
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&GeometryShaderManager::constants, sizeof(GeometryShaderConstants));
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&geometry_shader_manager.constants, sizeof(GeometryShaderConstants));
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// Finally, flush buffer memory after copying
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m_uniform_stream_buffer.CommitMemory(allocation_size);
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@ -256,7 +260,7 @@ void VertexManager::UploadAllConstants()
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// Clear dirty flags
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vertex_shader_manager.dirty = false;
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GeometryShaderManager::dirty = false;
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geometry_shader_manager.dirty = false;
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pixel_shader_manager.dirty = false;
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}
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