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VideoCommon: fix support of stereoscopic rendering after moving d3d to SPIRV generation
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@ -123,9 +123,6 @@ ShaderCode GenerateGeometryShaderCode(APIType api_type, const ShaderHostConfig&
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GetInterpolationQualifier(msaa, ssaa, true, false),
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ShaderStage::Geometry);
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if (stereo)
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out.Write("\tflat int layer;\n");
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out.Write("}} ps;\n");
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out.Write("void main()\n{{\n");
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@ -136,7 +133,9 @@ ShaderCode GenerateGeometryShaderCode(APIType api_type, const ShaderHostConfig&
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out.Write("\tVS_OUTPUT o;\n");
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if (stereo)
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{
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out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n");
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}
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out.Write("\tfloat4 posout : SV_Position;\n");
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out.Write("}};\n");
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@ -354,9 +353,12 @@ static void EmitVertex(ShaderCode& out, const ShaderHostConfig& host_config,
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if (stereo)
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{
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// Select the output layer
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out.Write("\tps.layer = eye;\n");
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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out.Write("\tgl_Layer = eye;\n");
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else
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{
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out.Write("\tps.layer = eye;\n");
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}
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}
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if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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