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https://github.com/dolphin-emu/dolphin.git
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ShaderGen: Don't use interface blocks on Vulkan without GS
Doing so causes the Adreno driver to choke and spew errors about too many output locations/components, when clearly we're under the limit.
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@ -128,8 +128,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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}
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}
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// We need to always use output blocks for Vulkan, but geometry shaders are also optional.
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if (host_config.backend_geometry_shaders || api_type == APIType::Vulkan)
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if (host_config.backend_geometry_shaders)
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{
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out.Write("VARYING_LOCATION(0) out VertexData {\n");
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GenerateVSOutputMembers(out, api_type, uid_data->numTexGens, host_config,
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@ -139,22 +138,26 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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else
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{
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// Let's set up attributes
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for (u32 i = 0; i < 8; ++i)
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u32 counter = 0;
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out.Write("VARYING_LOCATION(%u) %s out float4 colors_0;\n", counter++,
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GetInterpolationQualifier(msaa, ssaa));
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out.Write("VARYING_LOCATION(%u) %s out float4 colors_1;\n", counter++,
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GetInterpolationQualifier(msaa, ssaa));
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for (u32 i = 0; i < uid_data->numTexGens; ++i)
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{
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if (i < uid_data->numTexGens)
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{
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out.Write("%s out float3 tex%u;\n", GetInterpolationQualifier(msaa, ssaa), i);
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}
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out.Write("VARYING_LOCATION(%u) %s out float3 tex%u;\n", counter++,
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GetInterpolationQualifier(msaa, ssaa), i);
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}
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if (!host_config.fast_depth_calc)
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out.Write("%s out float4 clipPos;\n", GetInterpolationQualifier(msaa, ssaa));
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out.Write("VARYING_LOCATION(%u) %s out float4 clipPos;\n", counter++,
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GetInterpolationQualifier(msaa, ssaa));
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if (per_pixel_lighting)
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{
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out.Write("%s out float3 Normal;\n", GetInterpolationQualifier(msaa, ssaa));
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out.Write("%s out float3 WorldPos;\n", GetInterpolationQualifier(msaa, ssaa));
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out.Write("VARYING_LOCATION(%u) %s out float3 Normal;\n", counter++,
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GetInterpolationQualifier(msaa, ssaa));
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out.Write("VARYING_LOCATION(%u) %s out float3 WorldPos;\n", counter++,
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GetInterpolationQualifier(msaa, ssaa));
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}
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out.Write("%s out float4 colors_0;\n", GetInterpolationQualifier(msaa, ssaa));
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out.Write("%s out float4 colors_1;\n", GetInterpolationQualifier(msaa, ssaa));
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}
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out.Write("void main()\n{\n");
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@ -492,7 +495,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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{
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if (host_config.backend_geometry_shaders || api_type == APIType::Vulkan)
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if (host_config.backend_geometry_shaders)
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{
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AssignVSOutputMembers(out, "vs", "o", uid_data->numTexGens, host_config);
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}
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