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GPU: Cleanup GetVertTypeID() usage.
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@ -184,7 +184,7 @@ void DrawEngineCommon::Resized() {
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}
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u32 DrawEngineCommon::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType, int *vertexSize) {
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const u32 vertTypeID = (vertType & 0xFFFFFF) | (gstate.getUVGenMode() << 24);
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const u32 vertTypeID = GetVertTypeID(vertType, gstate.getUVGenMode());
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VertexDecoder *dec = GetVertexDecoder(vertTypeID);
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if (vertexSize)
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*vertexSize = dec->VertexSize();
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@ -507,7 +507,7 @@ void DrawEngineCommon::SubmitCurve(const void *control_points, const void *indic
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if (indices)
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GetIndexBounds(indices, num_points, vertType, &index_lower_bound, &index_upper_bound);
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VertexDecoder *origVDecoder = GetVertexDecoder((vertType & 0xFFFFFF) | (gstate.getUVGenMode() << 24));
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VertexDecoder *origVDecoder = GetVertexDecoder(GetVertTypeID(vertType, gstate.getUVGenMode()));
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*bytesRead = num_points * origVDecoder->VertexSize();
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// Simplify away bones and morph before proceeding
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@ -137,7 +137,7 @@ void SoftwareDrawEngine::DispatchSubmitImm(GEPrimitiveType prim, TransformedVert
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}
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VertexDecoder *SoftwareDrawEngine::FindVertexDecoder(u32 vtype) {
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const u32 vertTypeID = (vtype & 0xFFFFFF) | (gstate.getUVGenMode() << 24);
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const u32 vertTypeID = GetVertTypeID(vtype, gstate.getUVGenMode());
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return DrawEngineCommon::GetVertexDecoder(vertTypeID);
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}
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