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@@ -135,27 +135,25 @@ void RasterizerOpenGL::CheckExtensions() {
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}
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}
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}
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}
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-void RasterizerOpenGL::SetupVertexFormat() {
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+GLuint RasterizerOpenGL::SetupVertexFormat() {
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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const auto& regs = gpu.regs;
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const auto& regs = gpu.regs;
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- if (!gpu.dirty_flags.vertex_attrib_format)
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- return;
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+ if (!gpu.dirty_flags.vertex_attrib_format) {
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+ return state.draw.vertex_array;
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+ }
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gpu.dirty_flags.vertex_attrib_format = false;
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gpu.dirty_flags.vertex_attrib_format = false;
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MICROPROFILE_SCOPE(OpenGL_VAO);
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MICROPROFILE_SCOPE(OpenGL_VAO);
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auto [iter, is_cache_miss] = vertex_array_cache.try_emplace(regs.vertex_attrib_format);
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auto [iter, is_cache_miss] = vertex_array_cache.try_emplace(regs.vertex_attrib_format);
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- auto& VAO = iter->second;
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+ auto& vao_entry = iter->second;
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if (is_cache_miss) {
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if (is_cache_miss) {
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- VAO.Create();
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- state.draw.vertex_array = VAO.handle;
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- state.ApplyVertexBufferState();
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+ vao_entry.Create();
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+ const GLuint vao = vao_entry.handle;
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- // The index buffer binding is stored within the VAO. Stupid OpenGL, but easy to work
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- // around.
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- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer_cache.GetHandle());
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+ glVertexArrayElementBuffer(vao, buffer_cache.GetHandle());
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// Use the vertex array as-is, assumes that the data is formatted correctly for OpenGL.
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// Use the vertex array as-is, assumes that the data is formatted correctly for OpenGL.
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// Enables the first 16 vertex attributes always, as we don't know which ones are actually
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// Enables the first 16 vertex attributes always, as we don't know which ones are actually
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@@ -163,7 +161,7 @@ void RasterizerOpenGL::SetupVertexFormat() {
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// for now to avoid OpenGL errors.
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// for now to avoid OpenGL errors.
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// TODO(Subv): Analyze the shader to identify which attributes are actually used and don't
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// TODO(Subv): Analyze the shader to identify which attributes are actually used and don't
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// assume every shader uses them all.
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// assume every shader uses them all.
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- for (unsigned index = 0; index < 16; ++index) {
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+ for (u32 index = 0; index < 16; ++index) {
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const auto& attrib = regs.vertex_attrib_format[index];
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const auto& attrib = regs.vertex_attrib_format[index];
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// Ignore invalid attributes.
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// Ignore invalid attributes.
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@@ -178,28 +176,29 @@ void RasterizerOpenGL::SetupVertexFormat() {
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ASSERT(buffer.IsEnabled());
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ASSERT(buffer.IsEnabled());
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- glEnableVertexAttribArray(index);
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+ glEnableVertexArrayAttrib(vao, index);
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if (attrib.type == Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::SignedInt ||
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if (attrib.type == Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::SignedInt ||
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attrib.type ==
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attrib.type ==
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Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::UnsignedInt) {
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Tegra::Engines::Maxwell3D::Regs::VertexAttribute::Type::UnsignedInt) {
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- glVertexAttribIFormat(index, attrib.ComponentCount(),
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- MaxwellToGL::VertexType(attrib), attrib.offset);
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+ glVertexArrayAttribIFormat(vao, index, attrib.ComponentCount(),
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+ MaxwellToGL::VertexType(attrib), attrib.offset);
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} else {
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} else {
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- glVertexAttribFormat(index, attrib.ComponentCount(),
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- MaxwellToGL::VertexType(attrib),
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- attrib.IsNormalized() ? GL_TRUE : GL_FALSE, attrib.offset);
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+ glVertexArrayAttribFormat(
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+ vao, index, attrib.ComponentCount(), MaxwellToGL::VertexType(attrib),
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+ attrib.IsNormalized() ? GL_TRUE : GL_FALSE, attrib.offset);
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}
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}
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- glVertexAttribBinding(index, attrib.buffer);
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+ glVertexArrayAttribBinding(vao, index, attrib.buffer);
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}
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}
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}
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}
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- state.draw.vertex_array = VAO.handle;
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- state.ApplyVertexBufferState();
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// Rebinding the VAO invalidates the vertex buffer bindings.
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// Rebinding the VAO invalidates the vertex buffer bindings.
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gpu.dirty_flags.vertex_array = 0xFFFFFFFF;
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gpu.dirty_flags.vertex_array = 0xFFFFFFFF;
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+
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+ state.draw.vertex_array = vao_entry.handle;
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+ return vao_entry.handle;
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}
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}
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-void RasterizerOpenGL::SetupVertexBuffer() {
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+void RasterizerOpenGL::SetupVertexBuffer(GLuint vao) {
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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const auto& regs = gpu.regs;
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const auto& regs = gpu.regs;
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@@ -217,7 +216,7 @@ void RasterizerOpenGL::SetupVertexBuffer() {
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if (!vertex_array.IsEnabled())
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if (!vertex_array.IsEnabled())
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continue;
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continue;
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- Tegra::GPUVAddr start = vertex_array.StartAddress();
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+ const Tegra::GPUVAddr start = vertex_array.StartAddress();
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const Tegra::GPUVAddr end = regs.vertex_array_limit[index].LimitAddress();
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const Tegra::GPUVAddr end = regs.vertex_array_limit[index].LimitAddress();
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ASSERT(end > start);
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ASSERT(end > start);
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@@ -225,21 +224,18 @@ void RasterizerOpenGL::SetupVertexBuffer() {
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const GLintptr vertex_buffer_offset = buffer_cache.UploadMemory(start, size);
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const GLintptr vertex_buffer_offset = buffer_cache.UploadMemory(start, size);
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// Bind the vertex array to the buffer at the current offset.
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// Bind the vertex array to the buffer at the current offset.
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- glBindVertexBuffer(index, buffer_cache.GetHandle(), vertex_buffer_offset,
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- vertex_array.stride);
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+ glVertexArrayVertexBuffer(vao, index, buffer_cache.GetHandle(), vertex_buffer_offset,
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+ vertex_array.stride);
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if (regs.instanced_arrays.IsInstancingEnabled(index) && vertex_array.divisor != 0) {
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if (regs.instanced_arrays.IsInstancingEnabled(index) && vertex_array.divisor != 0) {
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// Enable vertex buffer instancing with the specified divisor.
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// Enable vertex buffer instancing with the specified divisor.
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- glVertexBindingDivisor(index, vertex_array.divisor);
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+ glVertexArrayBindingDivisor(vao, index, vertex_array.divisor);
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} else {
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} else {
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// Disable the vertex buffer instancing.
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// Disable the vertex buffer instancing.
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- glVertexBindingDivisor(index, 0);
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+ glVertexArrayBindingDivisor(vao, index, 0);
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}
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}
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}
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}
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- // Implicit set by glBindVertexBuffer. Stupid glstate handling...
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- state.draw.vertex_buffer = buffer_cache.GetHandle();
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-
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gpu.dirty_flags.vertex_array = 0;
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gpu.dirty_flags.vertex_array = 0;
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}
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}
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@@ -689,9 +685,6 @@ void RasterizerOpenGL::DrawArrays() {
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// Draw the vertex batch
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// Draw the vertex batch
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const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
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const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
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- state.draw.vertex_buffer = buffer_cache.GetHandle();
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- state.ApplyVertexBufferState();
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-
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std::size_t buffer_size = CalculateVertexArraysSize();
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std::size_t buffer_size = CalculateVertexArraysSize();
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// Add space for index buffer (keeping in mind non-core primitives)
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// Add space for index buffer (keeping in mind non-core primitives)
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@@ -721,8 +714,9 @@ void RasterizerOpenGL::DrawArrays() {
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gpu.dirty_flags.vertex_array = 0xFFFFFFFF;
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gpu.dirty_flags.vertex_array = 0xFFFFFFFF;
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}
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}
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- SetupVertexFormat();
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- SetupVertexBuffer();
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+ const GLuint vao = SetupVertexFormat();
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+ SetupVertexBuffer(vao);
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+
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DrawParameters params = SetupDraw();
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DrawParameters params = SetupDraw();
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SetupShaders(params.primitive_mode);
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SetupShaders(params.primitive_mode);
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