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GPU/HW: Fix a couple of out-of-order UBO pushes
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2eb0085539
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@ -2387,10 +2387,10 @@ bool GPU_HW::BlitVRAMReplacementTexture(const TextureReplacementTexture* tex, u3
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0.0f, 0.0f, static_cast<float>(tex->GetWidth()) / static_cast<float>(m_vram_replacement_texture->GetWidth()),
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static_cast<float>(tex->GetHeight()) / static_cast<float>(m_vram_replacement_texture->GetHeight())};
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g_gpu_device->PushUniformBuffer(src_rect, sizeof(src_rect));
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g_gpu_device->SetTextureSampler(0, m_vram_replacement_texture.get(), g_gpu_device->GetLinearSampler());
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g_gpu_device->SetPipeline(m_vram_write_replacement_pipeline.get());
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g_gpu_device->SetViewportAndScissor(dst_x, dst_y, width, height);
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g_gpu_device->PushUniformBuffer(src_rect, sizeof(src_rect));
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g_gpu_device->Draw(3, 0);
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RestoreDeviceContext();
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@ -3460,13 +3460,13 @@ void GPU_HW::DownsampleFramebufferBoxFilter(GPUTexture* source, u32 left, u32 to
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source->MakeReadyForSampling();
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const u32 uniforms[4] = {left, top, 0u, 0u};
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g_gpu_device->PushUniformBuffer(uniforms, sizeof(uniforms));
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g_gpu_device->InvalidateRenderTarget(m_downsample_texture.get());
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g_gpu_device->SetRenderTarget(m_downsample_texture.get());
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g_gpu_device->SetPipeline(m_downsample_first_pass_pipeline.get());
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g_gpu_device->SetTextureSampler(0, source, g_gpu_device->GetNearestSampler());
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g_gpu_device->SetViewportAndScissor(0, 0, ds_width, ds_height);
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g_gpu_device->PushUniformBuffer(uniforms, sizeof(uniforms));
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g_gpu_device->Draw(3, 0);
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RestoreDeviceContext();
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