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GPU: Fix VertexShaderOutputMask in non-accelerated draws
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1 changed files with 2 additions and 1 deletions
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@ -138,7 +138,7 @@ void GPU::drawArrays(bool indexed) {
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if (config.accelerateShaders) {
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if (config.accelerateShaders) {
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// If we are potentially going to use hw shaders, gather necessary to do vertex fetch, index buffering, etc on the GPU
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// If we are potentially going to use hw shaders, gather necessary to do vertex fetch, index buffering, etc on the GPU
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// This includes parsing which vertices to upload, getting pointers to the index buffer data & vertex data, and so on
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// This includes parsing which vertices to upload, getting pointers to the index buffer data & vertex data, and so on
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getAcceleratedDrawInfo(accel, indexed);
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getAcceleratedDrawInfo(accel, indexed);
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}
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}
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@ -182,6 +182,7 @@ void GPU::drawArrays() {
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// We can have up to 16 attributes, each one consisting of 4 floats
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// We can have up to 16 attributes, each one consisting of 4 floats
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constexpr u32 maxAttrSizeInFloats = 16 * 4;
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constexpr u32 maxAttrSizeInFloats = 16 * 4;
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setVsOutputMask(regs[PICA::InternalRegs::VertexShaderOutputMask]);
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// Base address for vertex attributes
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// Base address for vertex attributes
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// The vertex base is always on a quadword boundary because the PICA does weird alignment shit any time possible
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// The vertex base is always on a quadword boundary because the PICA does weird alignment shit any time possible
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