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Add vertex cache
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@@ -130,7 +130,6 @@ public:
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private:
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void DoFlush();
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void SoftwareTransformAndDraw(int prim, u8 *decoded, LinkedShader *program, int vertexCount, u32 vertexType, void *inds, int indexType, const DecVtxFormat &decVtxFormat, int maxIndex);
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void MixedTransformAndDraw(int prim, u8 *decoded, LinkedShader *program, int vertexCount, u32 vertexType, void *inds, int indexType, const DecVtxFormat &decVtxFormat, int maxIndex, LPDIRECT3DVERTEXBUFFER9 vb_, LPDIRECT3DINDEXBUFFER9 ib_);
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void ApplyDrawState(int prim);
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bool IsReallyAClear(int numVerts) const;
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@@ -171,13 +170,7 @@ private:
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TransformedVertex *transformedExpanded;
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std::map<u32, VertexArrayInfo *> vai_;
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// Vertex buffer objects
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enum { NUM_VBOS = 2 };
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LPDIRECT3DVERTEXBUFFER9 vb[NUM_VBOS];
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LPDIRECT3DINDEXBUFFER9 ib[NUM_VBOS];
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int curVbo_;
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// Other
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ShaderManager *shaderManager_;
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TextureCache *textureCache_;
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