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Unify DispatchSubmitPrim as much as possible
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@ -59,7 +59,9 @@ public:
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// This would seem to be unnecessary now, but is still required for splines/beziers to work in the software backend since SubmitPrim
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// is different. Should probably refactor that.
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virtual void DispatchSubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) = 0;
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virtual void DispatchSubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) {
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SubmitPrim(verts, inds, prim, vertexCount, vertType, bytesRead);
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}
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bool TestBoundingBox(void* control_points, int vertexCount, u32 vertType, int *bytesRead);
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@ -133,9 +133,6 @@ public:
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}
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void DispatchFlush() override { Flush(); }
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void DispatchSubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) override {
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SubmitPrim(verts, inds, prim, vertexCount, vertType, bytesRead);
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}
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void ClearTrackedVertexArrays() override;
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@ -132,9 +132,6 @@ public:
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}
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void DispatchFlush() override { Flush(); }
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void DispatchSubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) override {
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SubmitPrim(verts, inds, prim, vertexCount, vertType, bytesRead);
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}
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private:
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void DoFlush();
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@ -144,9 +144,6 @@ public:
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bool IsCodePtrVertexDecoder(const u8 *ptr) const;
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void DispatchFlush() override { Flush(); }
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void DispatchSubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) override {
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SubmitPrim(verts, inds, prim, vertexCount, vertType, bytesRead);
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}
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GLPushBuffer *GetPushVertexBuffer() {
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return frameData_[render_->GetCurFrame()].pushVertex;
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@ -155,9 +155,6 @@ public:
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}
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void DispatchFlush() override { Flush(); }
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void DispatchSubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) override {
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SubmitPrim(verts, inds, prim, vertexCount, vertType, bytesRead);
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}
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VkPipelineLayout GetPipelineLayout() const {
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return pipelineLayout_;
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