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Always keep the VertexB shader stage enabled
HW doesn't allow disabling the VertexB stage, enforce this in code.
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@ -765,7 +765,7 @@ namespace skyline::gpu::interconnect {
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span<u8> bytecode{}; //!< A span of the shader bytecode inside the backing storage
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std::shared_ptr<ShaderManager::ShaderProgram> program{};
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Shader(ShaderCompiler::Stage stage) : stage(stage) {}
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Shader(ShaderCompiler::Stage stage, bool enabled = false) : stage(stage), enabled(enabled) {}
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maxwell3d::PipelineStage ToPipelineStage() {
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using ShaderStage = ShaderCompiler::Stage;
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@ -796,7 +796,7 @@ namespace skyline::gpu::interconnect {
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struct ShaderSet : public std::array<Shader, maxwell3d::ShaderStageCount> {
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ShaderSet() : array{
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Shader{ShaderCompiler::Stage::VertexA},
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Shader{ShaderCompiler::Stage::VertexB},
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Shader{ShaderCompiler::Stage::VertexB, true}, // VertexB cannot be disabled and must be enabled by default
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Shader{ShaderCompiler::Stage::TessellationControl},
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Shader{ShaderCompiler::Stage::TessellationEval},
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Shader{ShaderCompiler::Stage::Geometry},
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@ -1263,8 +1263,12 @@ namespace skyline::gpu::interconnect {
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void SetShaderEnabled(maxwell3d::ShaderStage stage, bool enabled) {
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auto &shader{shaders[stage]};
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shader.enabled = enabled;
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shader.invalidated = true;
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// VertexB shaders cannot be disabled in HW so ignore any attempts to disable them
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if (stage != maxwell3d::ShaderStage::VertexB) {
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shader.enabled = enabled;
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shader.invalidated = true;
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}
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}
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void SetShaderOffset(maxwell3d::ShaderStage stage, u32 offset) {
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