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GPU: Purify vertTypeIsSkinningEnabled().
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@@ -267,7 +267,7 @@ void DrawEngineGLES::DoFlush() {
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GEPrimitiveType prim = prevPrim_;
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VShaderID vsid;
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Shader *vshader = shaderManager_->ApplyVertexShader(CanUseHardwareTransform(prim), useHWTessellation_, lastVType_, decOptions_.expandAllWeightsToFloat, &vsid);
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Shader *vshader = shaderManager_->ApplyVertexShader(CanUseHardwareTransform(prim), useHWTessellation_, lastVType_, decOptions_.expandAllWeightsToFloat, decOptions_.applySkinInDecode, &vsid);
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GLRBuffer *vertexBuffer = nullptr;
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GLRBuffer *indexBuffer = nullptr;
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@@ -278,7 +278,7 @@ void DrawEngineGLES::DoFlush() {
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int vertexCount = 0;
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bool useElements = true;
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if (g_Config.bSoftwareSkinning && (lastVType_ & GE_VTYPE_WEIGHT_MASK)) {
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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". So push that content.
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size_t size = decodedVerts_ * dec_->GetDecVtxFmt().stride;
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u8 *dest = (u8 *)frameData.pushVertex->Push(size, &vertexBufferOffset, &vertexBuffer);
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