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[spline/bezier]Avoid to set shader id bits if option of hardware tessellation is off.
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@ -132,11 +132,13 @@ void ComputeVertexShaderID(ShaderID *id_out, u32 vertType, bool useHWTransform)
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id.SetBit(VS_BIT_NORM_REVERSE, gstate.areNormalsReversed());
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id.SetBit(VS_BIT_HAS_TEXCOORD, hasTexcoord);
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id.SetBit(VS_BIT_BEZIER, doBezier);
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id.SetBit(VS_BIT_SPLINE, doSpline);
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id.SetBit(VS_BIT_HAS_COLOR_TESS, hasColorTess);
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id.SetBit(VS_BIT_HAS_TEXCOORD_TESS, hasTexcoordTess);
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id.SetBit(VS_BIT_NORM_REVERSE_TESS, gstate.isPatchNormalsReversed());
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if (g_Config.bHardwareTessellation) {
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id.SetBit(VS_BIT_BEZIER, doBezier);
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id.SetBit(VS_BIT_SPLINE, doSpline);
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id.SetBit(VS_BIT_HAS_COLOR_TESS, hasColorTess);
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id.SetBit(VS_BIT_HAS_TEXCOORD_TESS, hasTexcoordTess);
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id.SetBit(VS_BIT_NORM_REVERSE_TESS, gstate.isPatchNormalsReversed());
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}
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}
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id.SetBit(VS_BIT_FLATSHADE, doFlatShading);
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