GPU: Purify vertTypeIsSkinningEnabled().

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Unknown W. Brackets committed 2022-11-06 08:40:54 -08:00
1 parent 66472c39ce
commit 6c36f03a0d
24 files changed
+45 -50

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