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Remove unnecessary program argument to SetupDecFmtForDraw
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@@ -204,7 +204,7 @@ static inline void VertexAttribSetup(int attrib, int fmt, int stride, int offset
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}
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// TODO: Use VBO and get rid of the vertexData pointers - with that, we will supply only offsets
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GLRInputLayout *DrawEngineGLES::SetupDecFmtForDraw(LinkedShader *program, const DecVtxFormat &decFmt) {
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GLRInputLayout *DrawEngineGLES::SetupDecFmtForDraw(const DecVtxFormat &decFmt) {
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uint32_t key = decFmt.id;
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GLRInputLayout *inputLayout = inputLayoutMap_.Get(key);
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if (inputLayout) {
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@@ -274,6 +274,7 @@ void DrawEngineGLES::DoFlush() {
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if (vshader->UseHWTransform()) {
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int vertexCount = 0;
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bool useElements = true;
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GLRInputLayout *inputLayout = SetupDecFmtForDraw(dec_->GetDecVtxFmt());
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if (decOptions_.applySkinInDecode && (lastVType_ & GE_VTYPE_WEIGHT_MASK)) {
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// If software skinning, we've already predecoded into "decoded_", and indices
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@@ -325,7 +326,6 @@ void DrawEngineGLES::DoFlush() {
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ApplyDrawStateLate(false, 0);
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LinkedShader *program = shaderManager_->ApplyFragmentShader(vsid, vshader, pipelineState_, framebufferManager_->UseBufferedRendering());
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GLRInputLayout *inputLayout = SetupDecFmtForDraw(program, dec_->GetDecVtxFmt());
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if (useElements) {
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render_->DrawIndexed(inputLayout,
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vertexBuffer, vertexBufferOffset,
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@@ -120,7 +120,7 @@ private:
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void ApplyDrawState(int prim);
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void ApplyDrawStateLate(bool setStencil, int stencilValue);
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GLRInputLayout *SetupDecFmtForDraw(LinkedShader *program, const DecVtxFormat &decFmt);
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GLRInputLayout *SetupDecFmtForDraw(const DecVtxFormat &decFmt);
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struct FrameData {
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GLPushBuffer *pushVertex;
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