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d3d9: Also track bone matrices for morph here.
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@ -707,6 +707,12 @@ void DIRECTX9_GPU::Execute_VertexTypeSkinning(u32 op, u32 diff) {
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gstate.vertType ^= diff;
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if (diff & (GE_VTYPE_TC_MASK | GE_VTYPE_THROUGH_MASK))
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shaderManager_->DirtyUniform(DIRTY_UVSCALEOFFSET);
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// In this case, we may be doing weights and morphs.
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// Update any bone matrix uniforms so it uses them correctly.
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if ((op & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
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shaderManager_->DirtyUniform(gstate_c.deferredVertTypeDirty);
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gstate_c.deferredVertTypeDirty = 0;
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}
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}
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}
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@ -1269,6 +1275,11 @@ void DIRECTX9_GPU::Execute_BoneMtxNum(u32 op, u32 diff) {
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break;
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}
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}
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const int numPlusCount = (op & 0x7F) + i;
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for (int num = op & 0x7F; num < numPlusCount; num += 12) {
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gstate_c.deferredVertTypeDirty |= DIRTY_BONEMATRIX0 << (num / 12);
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}
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}
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const int count = i;
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@ -1288,6 +1299,8 @@ void DIRECTX9_GPU::Execute_BoneMtxData(u32 op, u32 diff) {
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if (!g_Config.bSoftwareSkinning || (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
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Flush();
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shaderManager_->DirtyUniform(DIRTY_BONEMATRIX0 << (num / 12));
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} else {
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gstate_c.deferredVertTypeDirty |= DIRTY_BONEMATRIX0 << (num / 12);
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}
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((u32 *)gstate.boneMatrix)[num] = newVal;
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}
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@ -1776,15 +1789,18 @@ void DIRECTX9_GPU::Execute_Generic(u32 op, u32 diff) {
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}
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void DIRECTX9_GPU::FastLoadBoneMatrix(u32 target) {
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const int num = gstate.boneMatrixNumber & 0x7F;
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const int mtxNum = num / 12;
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uint32_t uniformsToDirty = DIRTY_BONEMATRIX0 << mtxNum;
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if ((num - 12 * mtxNum) != 0) {
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uniformsToDirty |= DIRTY_BONEMATRIX0 << ((mtxNum + 1) & 7);
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}
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if (!g_Config.bSoftwareSkinning || (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) != 0) {
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Flush();
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const int num = gstate.boneMatrixNumber & 0x7F;
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int mtxNum = num / 12;
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uint32_t uniformsToDirty = DIRTY_BONEMATRIX0 << mtxNum;
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if ((num - 12 * mtxNum) != 0) {
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uniformsToDirty |= DIRTY_BONEMATRIX0 << ((mtxNum + 1) & 7);
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}
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shaderManager_->DirtyUniform(uniformsToDirty);
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} else {
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gstate_c.deferredVertTypeDirty |= uniformsToDirty;
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}
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gstate.FastLoadBoneMatrix(target);
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}
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