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Nov 17th, 2016
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  1. void WriteUniformIntReg(bool gs, unsigned index, const Math::Vec4<u8>& values) {
  2. const char* shader_type = gs ? "GS" : "VS";
  3. auto& setup = gs ? g_state.gs : g_state.vs;
  4.  
  5. ASSERT(index < setup.uniforms.i.size());
  6. setup.uniforms.i[index] = values;
  7. LOG_TRACE(HW_GPU, "Set %s integer uniform %d to %02x %02x %02x %02x", shader_type, index,
  8. values.x.Value(), values.y.Value(), values.z.Value(), values.w.Value());
  9.  
  10. // Copy for GS in shared mode
  11. if (!gs && SharedGS()) {
  12. WriteUniformIntReg(true, index, values);
  13. }
  14. }
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