D3D: Set the geometry shader before every draw call.
And refactor the VertexManager draw call.
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@@ -1084,6 +1084,7 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
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#endif
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{
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D3D::stateman->SetVertexShader(m_vShader);
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D3D::stateman->SetGeometryShader(nullptr);
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D3D::stateman->PushBlendState(m_efbEncodeBlendState);
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D3D::stateman->PushDepthState(m_efbEncodeDepthState);
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