Only dirty the uniform UVSCALEOFFSET when really needed
Broken out from #17479 With OpenGL, greatly reduces the amount of glUniform4fv calls in many games (and similar in the other backends).
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8 changed files with 28 additions and 23 deletions
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@ -1176,7 +1176,7 @@ void VertexDecoder::SetVertexType(u32 fmt, const VertexDecoderOptions &options,
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steps_[numSteps_++] = morphcount == 1 ? colstep[col] : colstep_morph[col];
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// All color formats decode to DEC_U8_4 currently.
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// All color formats decode to DEC_U8_4.
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// They can become floats later during transform though.
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decFmt.c0fmt = DEC_U8_4;
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decFmt.c0off = decOff;
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