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gl/vk: Clean up vertex texture handling
- Clean up code after refactors
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@ -441,7 +441,7 @@ void GLGSRender::load_texture_env()
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continue;
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}
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if (m_vertex_textures_dirty[i])
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if (is_sampler_dirty)
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{
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m_vs_sampler_states[i].apply(tex, vs_sampler_state[i].get());
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}
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@ -559,15 +559,18 @@ void VKGSRender::load_texture_env()
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check_for_cyclic_refs |= true;
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}
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if (!is_sampler_dirty && sampler_state->format_class != previous_format_class)
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if (!is_sampler_dirty)
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{
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// Host details changed but RSX is not aware
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m_graphics_state |= rsx::vertex_program_state_dirty;
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}
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if (sampler_state->format_class != previous_format_class)
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{
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// Host details changed but RSX is not aware
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m_graphics_state |= rsx::vertex_program_state_dirty;
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}
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if (!is_sampler_dirty && vs_sampler_handles[i])
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{
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continue;
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if (vs_sampler_handles[i])
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{
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continue;
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}
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}
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const VkBool32 unnormalized_coords = !!(tex.format() & CELL_GCM_TEXTURE_UN);
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