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Stereo3D: Don't rely on GetEFBLayers() when dealing with shaders.
Shaders may be compiled before the FramebufferManager is initialized.
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@ -36,8 +36,8 @@ ID3D11GeometryShader* CopyGeometryShader = nullptr;
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LinearDiskCache<GeometryShaderUid, u8> g_gs_disk_cache;
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ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader() { return (FramebufferManager::GetEFBLayers() > 1) ? ClearGeometryShader: nullptr; }
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ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader() { return (FramebufferManager::GetEFBLayers() > 1) ? CopyGeometryShader : nullptr; }
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ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader() { return (g_ActiveConfig.iStereoMode > 0) ? ClearGeometryShader: nullptr; }
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ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader() { return (g_ActiveConfig.iStereoMode > 0) ? CopyGeometryShader : nullptr; }
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ID3D11Buffer* gscbuf = nullptr;
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@ -400,7 +400,7 @@ void TextureCache::CompileShaders()
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" gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
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"}\n";
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const char *GProgram = FramebufferManager::GetEFBLayers() > 1 ?
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const char *GProgram = g_ActiveConfig.iStereoMode > 0 ?
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"layout(triangles) in;\n"
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"layout(triangle_strip, max_vertices = 6) out;\n"
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"in vec3 v_uv0[3];\n"
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