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ShaderCache: EFB2RAM pipelines should not use a geometry shader
Only the left eye is used when creating the RAM copy.
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@ -1188,10 +1188,7 @@ const AbstractPipeline* ShaderCache::GetEFBCopyToRAMPipeline(const EFBCopyParams
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}
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AbstractPipelineConfig config = {};
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config.vertex_format = nullptr;
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config.vertex_shader = m_screen_quad_vertex_shader.get();
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config.geometry_shader =
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UseGeometryShaderForEFBCopies() ? m_texcoord_geometry_shader.get() : nullptr;
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config.pixel_shader = shader.get();
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config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
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config.depth_state = RenderState::GetNoDepthTestingDepthState();
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