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	gl_rasterizer: Remove num vertex buffers magic number
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		@@ -54,6 +54,8 @@ MICROPROFILE_DEFINE(OpenGL_PrimitiveAssembly, "OpenGL", "Prim Asmbl", MP_RGB(255
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namespace {
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constexpr std::size_t NumSupportedVertexAttributes = 16;
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template <typename Engine, typename Entry>
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Tegra::Texture::FullTextureInfo GetTextureInfo(const Engine& engine, const Entry& entry,
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                                               Tegra::Engines::ShaderType shader_type,
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@@ -134,7 +136,7 @@ void RasterizerOpenGL::SetupVertexFormat() {
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    // avoid OpenGL errors.
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    // TODO(Subv): Analyze the shader to identify which attributes are actually used and don't
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    // assume every shader uses them all.
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    for (std::size_t index = 0; index < 16; ++index) {
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    for (std::size_t index = 0; index < NumSupportedVertexAttributes; ++index) {
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        if (!flags[Dirty::VertexFormat0 + index]) {
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            continue;
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        }
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@@ -207,7 +209,7 @@ void RasterizerOpenGL::SetupVertexInstances() {
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    flags[Dirty::VertexInstances] = false;
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    const auto& regs = gpu.regs;
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    for (std::size_t index = 0; index < 16; ++index) {
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    for (std::size_t index = 0; index < NumSupportedVertexAttributes; ++index) {
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        if (!flags[Dirty::VertexInstance0 + index]) {
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            continue;
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        }
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