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	set default value for point size register
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				@ -66,6 +66,9 @@ void Maxwell3D::InitializeRegisterDefaults() {
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    regs.stencil_back_func_func = Regs::ComparisonOp::Always;
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					    regs.stencil_back_func_func = Regs::ComparisonOp::Always;
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    regs.stencil_back_func_mask = 0xFFFFFFFF;
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					    regs.stencil_back_func_mask = 0xFFFFFFFF;
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    regs.stencil_back_mask = 0xFFFFFFFF;
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					    regs.stencil_back_mask = 0xFFFFFFFF;
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					    // TODO(Rodrigo): Most games do not set a point size. I think this is a case of a
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					    // register carrying a default value. Assume it's OpenGL's default (1).
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					    regs.point_size = 1.0f;
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}
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					}
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void Maxwell3D::CallMacroMethod(u32 method, std::vector<u32> parameters) {
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					void Maxwell3D::CallMacroMethod(u32 method, std::vector<u32> parameters) {
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@ -1119,11 +1119,7 @@ void RasterizerOpenGL::SyncTransformFeedback() {
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void RasterizerOpenGL::SyncPointState() {
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					void RasterizerOpenGL::SyncPointState() {
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    const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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					    const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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					    state.point.size = regs.point_size;
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    // TODO(Rodrigo): Most games do not set a point size. I think this is a case of a
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    // register carrying a default value. For now, if the point size is zero, assume it's
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    // OpenGL's default (1).
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    state.point.size = regs.point_size == 0 ? 1 : regs.point_size;
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}
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					}
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void RasterizerOpenGL::CheckAlphaTests() {
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					void RasterizerOpenGL::CheckAlphaTests() {
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