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VideoCommon: De-globalize GeometryShaderManager class.
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@ -320,9 +320,10 @@ void VertexManagerBase::InvalidateConstants()
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{
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auto& system = Core::System::GetInstance();
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auto& vertex_shader_manager = system.GetVertexShaderManager();
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auto& geometry_shader_manager = system.GetGeometryShaderManager();
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auto& pixel_shader_manager = system.GetPixelShaderManager();
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vertex_shader_manager.dirty = true;
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GeometryShaderManager::dirty = true;
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geometry_shader_manager.dirty = true;
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pixel_shader_manager.dirty = true;
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}
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@ -487,6 +488,7 @@ void VertexManagerBase::Flush()
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auto& system = Core::System::GetInstance();
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auto& pixel_shader_manager = system.GetPixelShaderManager();
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auto& geometry_shader_manager = system.GetGeometryShaderManager();
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auto& vertex_shader_manager = system.GetVertexShaderManager();
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CalculateBinormals(VertexLoaderManager::GetCurrentVertexFormat());
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@ -566,7 +568,7 @@ void VertexManagerBase::Flush()
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g_texture_cache->BindTextures(used_textures);
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// Now we can upload uniforms, as nothing else will override them.
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GeometryShaderManager::SetConstants(m_current_primitive_type);
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geometry_shader_manager.SetConstants(m_current_primitive_type);
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pixel_shader_manager.SetConstants();
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UploadUniforms();
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