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Properly support multiple vertex buffers, stub 2 ioctls, fix a shader issue, change the way how the vertex buffer size is calculated for the buffers with limit = 0
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@ -261,13 +261,16 @@ namespace Ryujinx.Graphics.Gal.Shader
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PrintBlockScope(SubScopeName, IdentationLevel + 1, Cond.Child);
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}
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else if (Node is ShaderIrAsg Asg && IsValidOutOper(Asg.Dst))
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else if (Node is ShaderIrAsg Asg)
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{
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string Expr = GetSrcExpr(Asg.Src, true);
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if (IsValidOutOper(Asg.Dst))
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{
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string Expr = GetSrcExpr(Asg.Src, true);
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Expr = GetExprWithCast(Asg.Dst, Asg.Src, Expr);
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Expr = GetExprWithCast(Asg.Dst, Asg.Src, Expr);
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SB.AppendLine(Identation + GetDstOperName(Asg.Dst) + " = " + Expr + ";");
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SB.AppendLine(Identation + GetDstOperName(Asg.Dst) + " = " + Expr + ";");
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}
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}
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else if (Node is ShaderIrOp Op)
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{
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