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In GL and Vulkan soft-skin, we might not be fully done decoding when we reach flush. Take that into account.
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@@ -678,7 +678,8 @@ void DrawEngineVulkan::DoFlush() {
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useIndexGen = VertexCacheLookup(vertexCount, prim, vbuf, vbOffset, ibuf, ibOffset, useElements, forceIndexed);
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} else {
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if (decOptions_.applySkinInDecode && (lastVType_ & GE_VTYPE_WEIGHT_MASK)) {
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// If software skinning, we've already predecoded into "decoded". So push that content.
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// If software skinning, we're predecoding into "decoded". So make sure we're done, then push that content.
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DecodeVerts(decoded_);
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VkDeviceSize size = decodedVerts_ * dec_->GetDecVtxFmt().stride;
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u8 *dest = (u8 *)pushVertex_->Allocate(size, 4, &vbuf, &vbOffset);
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memcpy(dest, decoded_, size);
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