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ShaderGen: Specify attribute/output locations/bindings explicitly
This also shifts the SSBO index from index 3 to index 0.
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@ -78,8 +78,7 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
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// uniforms
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if (ApiType == APIType::OpenGL)
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out.Write("layout(std140%s) uniform GSBlock {\n",
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g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 3" : "");
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out.Write("UBO_BINDING(std140, 3) uniform GSBlock {\n");
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else
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out.Write("cbuffer GSBlock {\n");
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out.Write("\tfloat4 " I_STEREOPARAMS ";\n"
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@ -97,13 +96,13 @@ ShaderCode GenerateGeometryShaderCode(APIType ApiType, const geometry_shader_uid
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if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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out.Write("#define InstanceID gl_InvocationID\n");
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out.Write("in VertexData {\n");
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out.Write("VARYING_LOCATION(0) in VertexData {\n");
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GenerateVSOutputMembers<ShaderCode>(
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out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, true, true));
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out.Write("} vs[%d];\n", vertex_in);
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out.Write("out VertexData {\n");
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out.Write("VARYING_LOCATION(0) out VertexData {\n");
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GenerateVSOutputMembers<ShaderCode>(
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out, ApiType, uid_data->numTexGens, uid_data->pixel_lighting,
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GetInterpolationQualifier(uid_data->msaa, uid_data->ssaa, false, true));
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