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Remove the option to use hardware skinning - software skinning is better.
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529df5e196
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+68
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@@ -348,8 +348,8 @@ void DrawEngineDX9::DoFlush() {
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// Cannot cache vertex data with morph enabled.
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bool useCache = g_Config.bVertexCache && !(lastVType_ & GE_VTYPE_MORPHCOUNT_MASK);
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// Also avoid caching when software skinning.
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if (decOptions_.applySkinInDecode && (lastVType_ & GE_VTYPE_WEIGHT_MASK))
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// Also avoid caching when skinning.
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if (lastVType_ & GE_VTYPE_WEIGHT_MASK)
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useCache = false;
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if (useCache) {
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@@ -522,7 +522,7 @@ rotateVBO:
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ApplyDrawState(prim);
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ApplyDrawStateLate();
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VSShader *vshader = shaderManager_->ApplyShader(true, useHWTessellation_, lastVType_, decOptions_.expandAllWeightsToFloat, decOptions_.applySkinInDecode, pipelineState_);
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VSShader *vshader = shaderManager_->ApplyShader(true, useHWTessellation_, lastVType_, decOptions_.expandAllWeightsToFloat, true, pipelineState_);
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IDirect3DVertexDeclaration9 *pHardwareVertexDecl = SetupDecFmtForDraw(vshader, dec_->GetDecVtxFmt(), dec_->VertexType());
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if (pHardwareVertexDecl) {
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@@ -546,7 +546,6 @@ rotateVBO:
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}
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}
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} else {
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decOptions_.applySkinInDecode = true;
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DecodeVerts(decoded);
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bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
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if (gstate.isModeThrough()) {
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@@ -614,7 +613,7 @@ rotateVBO:
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ApplyDrawStateLate();
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VSShader *vshader = shaderManager_->ApplyShader(false, false, lastVType_, decOptions_.expandAllWeightsToFloat, decOptions_.applySkinInDecode, pipelineState_);
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VSShader *vshader = shaderManager_->ApplyShader(false, false, lastVType_, decOptions_.expandAllWeightsToFloat, true, pipelineState_);
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if (result.action == SW_DRAW_PRIMITIVES) {
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if (result.setStencil) {
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@@ -654,7 +653,6 @@ rotateVBO:
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framebufferManager_->ApplyClearToMemory(scissorX1, scissorY1, scissorX2, scissorY2, clearColor);
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}
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}
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decOptions_.applySkinInDecode = g_Config.bSoftwareSkinning;
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}
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gpuStats.numDrawCalls += numDrawCalls;
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