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VertexShaderGen: Don't read from output variables.
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3f763e6999
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@ -78,7 +78,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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{
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out.Write("out VertexData {\n");
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GenerateVSOutputMembers<T>(out, api_type, g_ActiveConfig.backend_info.bSupportsBindingLayout ? "centroid" : "centroid out");
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out.Write("} o;\n");
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out.Write("} vs;\n");
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}
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else
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{
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@ -98,9 +98,6 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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}
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out.Write("void main()\n{\n");
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if (!g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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out.Write("VS_OUTPUT o;\n");
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}
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else // D3D
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{
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@ -126,10 +123,10 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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if (components & VB_HAS_POSMTXIDX)
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out.Write(" int posmtx : BLENDINDICES,\n");
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out.Write(" float4 rawpos : POSITION) {\n");
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out.Write("VS_OUTPUT o;\n");
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}
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out.Write("VS_OUTPUT o;\n");
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// transforms
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if (components & VB_HAS_POSMTXIDX)
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{
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@ -386,7 +383,11 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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if (api_type == API_OPENGL)
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{
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if (!g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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{
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AssignVSOutputMembers(out, "vs", "o");
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}
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else
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{
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// TODO: Pass interface blocks between shader stages even if geometry shaders
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// are not supported, however that will require at least OpenGL 3.2 support.
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