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GeometryShaderCache: Cosmetics.
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parent
b109b31f61
commit
59bea317d7
@ -70,29 +70,29 @@ public:
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const char clear_shader_code[] = {
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"struct VSOUTPUT\n"
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"{\n"
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"float4 vPosition : POSITION;\n"
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"float4 vColor0 : COLOR0;\n"
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" float4 vPosition : POSITION;\n"
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" float4 vColor0 : COLOR0;\n"
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"};\n"
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"struct GSOUTPUT\n"
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"{\n"
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"float4 vPosition : POSITION;\n"
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"float4 vColor0 : COLOR0;\n"
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"uint slice : SV_RenderTargetArrayIndex;\n"
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" float4 vPosition : POSITION;\n"
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" float4 vColor0 : COLOR0;\n"
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" uint slice : SV_RenderTargetArrayIndex;\n"
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"};\n"
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"[maxvertexcount(6)]\n"
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"void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
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"{\n"
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"for(int slice = 0; slice < 2; slice++)\n"
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"{\n"
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"for(int i = 0; i < 3; i++)\n"
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"{\n"
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"GSOUTPUT OUT;\n"
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"OUT.vPosition = o[i].vPosition;\n"
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"OUT.vColor0 = o[i].vColor0;\n"
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"OUT.slice = slice;\n"
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"Output.Append(OUT);\n"
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"}\n"
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"Output.RestartStrip();\n"
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" for(int i = 0; i < 3; i++)\n"
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" {\n"
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" GSOUTPUT OUT;\n"
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" OUT.vPosition = o[i].vPosition;\n"
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" OUT.vColor0 = o[i].vColor0;\n"
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" OUT.slice = slice;\n"
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" Output.Append(OUT);\n"
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" }\n"
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" Output.RestartStrip();\n"
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"}\n"
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"}\n"
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};
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@ -100,33 +100,33 @@ const char clear_shader_code[] = {
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const char copy_shader_code[] = {
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"struct VSOUTPUT\n"
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"{\n"
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"float4 vPosition : POSITION;\n"
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"float3 vTexCoord : TEXCOORD0;\n"
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"float vTexCoord1 : TEXCOORD1;\n"
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" float4 vPosition : POSITION;\n"
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" float3 vTexCoord : TEXCOORD0;\n"
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" float vTexCoord1 : TEXCOORD1;\n"
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"};\n"
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"struct GSOUTPUT\n"
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"{\n"
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"float4 vPosition : POSITION;\n"
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"float3 vTexCoord : TEXCOORD0;\n"
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"float vTexCoord1 : TEXCOORD1;\n"
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"uint slice : SV_RenderTargetArrayIndex;\n"
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" float4 vPosition : POSITION;\n"
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" float3 vTexCoord : TEXCOORD0;\n"
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" float vTexCoord1 : TEXCOORD1;\n"
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" uint slice : SV_RenderTargetArrayIndex;\n"
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"};\n"
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"[maxvertexcount(6)]\n"
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"void main(triangle VSOUTPUT o[3], inout TriangleStream<GSOUTPUT> Output)\n"
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"{\n"
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"for(int slice = 0; slice < 2; slice++)\n"
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"{\n"
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"for(int i = 0; i < 3; i++)\n"
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"{\n"
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"GSOUTPUT OUT;\n"
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"OUT.vPosition = o[i].vPosition;\n"
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"OUT.vTexCoord = o[i].vTexCoord;\n"
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"OUT.vTexCoord.z = slice;\n"
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"OUT.vTexCoord1 = o[i].vTexCoord1;\n"
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"OUT.slice = slice;\n"
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"Output.Append(OUT);\n"
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"}\n"
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"Output.RestartStrip();\n"
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" for(int i = 0; i < 3; i++)\n"
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" {\n"
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" GSOUTPUT OUT;\n"
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" OUT.vPosition = o[i].vPosition;\n"
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" OUT.vTexCoord = o[i].vTexCoord;\n"
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" OUT.vTexCoord.z = slice;\n"
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" OUT.vTexCoord1 = o[i].vTexCoord1;\n"
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" OUT.slice = slice;\n"
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" Output.Append(OUT);\n"
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" }\n"
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" Output.RestartStrip();\n"
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"}\n"
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"}\n"
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};
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