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Fix some comments
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@ -1832,6 +1832,8 @@ void GPUCommon::Execute_ImmVertexAlphaPrim(u32 op, u32 diff) {
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if (prim != 7) {
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immPrim_ = (GEPrimitiveType)prim;
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} else if (prim == 7 && immCount_ == 2) {
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// Instead of finding a proper point to flush, we just emit a full rectangle every time one
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// is finished.
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FlushImm();
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}
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}
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@ -1844,10 +1846,10 @@ void GPUCommon::FlushImm() {
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return;
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}
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UpdateUVScaleOffset();
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// Instead of finding a proper point to flush, we just emit a full rectangle every time one
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// is finished.
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// And instead of plumbing through, we'll cheat and just turn these into through vertices.
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// Instead of plumbing through properly (we'd need to inject these pretransformed vertices in the middle
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// of SoftwareTransform(), which would take a lot of refactoring), we'll cheat and just turn these into
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// through vertices.
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// Since the only known use is Thrillville and it only uses it to clear, we just use color and pos.
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struct ImmVertex {
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uint32_t color;
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