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shader: parse vertex metadata once when a shader is mapped
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@@ -1906,6 +1906,13 @@ void TestVertexBufferGrouping() {
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input.resources[2].Base48() == input.buffers[0].addr,
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"a later lower-address attribute or changed table left stale vertex offsets");
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}
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// The vertex table metadata is parsed when the shader is mapped.
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user_data.direct_resource_count = 0;
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(void)PrepareProgram(regs, HW::Context{}, HW::UserConfig{}, input);
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Check(input.fetch_attrib_reg == 2, "a draw reread the vertex metadata of a mapped shader");
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ShaderMapUserData(regs.es_regs.data_addr, mapped);
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(void)PrepareProgram(regs, HW::Context{}, HW::UserConfig{}, input);
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Check(!input.fetch_embedded, "remapping a shader kept its previous vertex metadata");
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}
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void TestNggVertexEntryState() {
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