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https://github.com/hrydgard/ppsspp.git
synced 2026-10-01 14:58:14 +00:00
Remove the leftover geometry shader scaffolding
Nothing has generated or used a geometry shader since the GS paths were removed - GeometryShaderGenerator is gone, and ShaderWriter's BeginGSMain/EndGSMain had no callers at all. Removes ShaderStage::Geometry and everything hanging off it: the GS preambles and GSMain helpers in ShaderWriter, the stage mappings in all three thin3d backends, the D3D11 geometry shader plumbing (curGS_, the pipeline and module members, gs_4_0 compilation), CreateGeometryShaderD3D11, the unused PipelineFlags::USES_GEOMETRY_SHADER and PipelineManagerVulkan's UsesGeometryShader(). Also stop enabling the Vulkan geometryShader device feature, since we no longer have any use for it. Kept on purpose: the device feature is still listed in the feature dumps (like other capabilities we don't use), and the Vulkan shader cache header keeps its now-always-zero geometry shader count so the on-disk format stays compatible.
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2820fa9467
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15 files changed
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@@ -248,7 +248,6 @@ private:
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ComPtr<ID3D11InputLayout> curInputLayout_;
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ComPtr<ID3D11VertexShader> curVS_;
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ComPtr<ID3D11PixelShader> curPS_;
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ComPtr<ID3D11GeometryShader> curGS_;
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D3D11_PRIMITIVE_TOPOLOGY curTopology_ = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
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ComPtr<ID3D11Buffer> nextVertexBuffer_;
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@@ -847,7 +846,6 @@ public:
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ComPtr<ID3D11VertexShader> vs;
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ComPtr<ID3D11PixelShader> ps;
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ComPtr<ID3D11GeometryShader> gs;
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};
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class D3D11Pipeline : public Pipeline {
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@@ -868,7 +866,6 @@ public:
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ComPtr<ID3D11VertexShader> vs;
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ComPtr<ID3D11PixelShader> ps;
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ComPtr<ID3D11GeometryShader> gs;
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D3D11_PRIMITIVE_TOPOLOGY topology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
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std::vector<D3D11ShaderModule *> shaderModules;
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@@ -1088,11 +1085,9 @@ ShaderModule *D3D11DrawContext::CreateShaderModule(ShaderStage stage, ShaderLang
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const char *vertexModel = "vs_4_0";
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const char *fragmentModel = "ps_4_0";
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const char *geometryModel = "gs_4_0";
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if (featureLevel_ <= D3D_FEATURE_LEVEL_9_3) {
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vertexModel = "vs_4_0_level_9_1";
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fragmentModel = "ps_4_0_level_9_1";
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geometryModel = nullptr;
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}
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std::string compiled;
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@@ -1101,11 +1096,6 @@ ShaderModule *D3D11DrawContext::CreateShaderModule(ShaderStage stage, ShaderLang
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switch (stage) {
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case ShaderStage::Fragment: target = fragmentModel; break;
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case ShaderStage::Vertex: target = vertexModel; break;
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case ShaderStage::Geometry:
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if (!geometryModel)
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return nullptr;
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target = geometryModel;
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break;
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case ShaderStage::Compute:
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default:
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Crash();
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@@ -1146,9 +1136,6 @@ ShaderModule *D3D11DrawContext::CreateShaderModule(ShaderStage stage, ShaderLang
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case ShaderStage::Fragment:
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result = device_->CreatePixelShader(data, dataSize, nullptr, &module->ps);
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break;
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case ShaderStage::Geometry:
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result = device_->CreateGeometryShader(data, dataSize, nullptr, &module->gs);
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break;
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default:
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ERROR_LOG(Log::G3D, "Unsupported shader stage");
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result = S_FALSE;
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@@ -1201,9 +1188,6 @@ Pipeline *D3D11DrawContext::CreateGraphicsPipeline(const PipelineDesc &desc, con
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case ShaderStage::Fragment:
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dPipeline->ps = module->ps;
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break;
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case ShaderStage::Geometry:
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dPipeline->gs = module->gs;
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break;
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case ShaderStage::Compute:
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break;
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}
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@@ -1247,7 +1231,6 @@ void D3D11DrawContext::Invalidate(InvalidationFlags flags) {
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curRaster_ = nullptr;
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curPS_.Reset();
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curVS_.Reset();
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curGS_.Reset();
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curInputLayout_.Reset();
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curTopology_ = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
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curPipeline_= nullptr;
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@@ -1290,10 +1273,6 @@ void D3D11DrawContext::ApplyCurrentState() {
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context_->PSSetShader(curPipeline_->ps.Get(), nullptr, 0);
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curPS_ = curPipeline_->ps;
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}
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if (curGS_ != curPipeline_->gs) {
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context_->GSSetShader(curPipeline_->gs.Get(), nullptr, 0);
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curGS_ = curPipeline_->gs;
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}
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if (curTopology_ != curPipeline_->topology) {
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context_->IASetPrimitiveTopology(curPipeline_->topology);
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curTopology_ = curPipeline_->topology;
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@@ -1648,7 +1627,6 @@ void D3D11DrawContext::BeginFrame(DebugFlags debugFlags) {
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context_->IASetInputLayout(curInputLayout_.Get());
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context_->VSSetShader(curVS_.Get(), nullptr, 0);
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context_->PSSetShader(curPS_.Get(), nullptr, 0);
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context_->GSSetShader(curGS_.Get(), nullptr, 0);
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if (curTopology_ != D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED) {
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context_->IASetPrimitiveTopology(curTopology_);
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}
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@@ -201,7 +201,6 @@ GLuint ShaderStageToOpenGL(ShaderStage stage) {
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case ShaderStage::Vertex: return GL_VERTEX_SHADER;
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#ifndef USING_GLES2
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case ShaderStage::Compute: return GL_COMPUTE_SHADER;
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case ShaderStage::Geometry: return GL_GEOMETRY_SHADER;
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#endif
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case ShaderStage::Fragment:
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default:
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@@ -20,7 +20,6 @@ const char *ShaderStageAsString(ShaderStage stage) {
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switch (stage) {
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case ShaderStage::Fragment: return "Fragment";
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case ShaderStage::Vertex: return "Vertex";
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case ShaderStage::Geometry: return "Geometry";
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case ShaderStage::Compute: return "Compute";
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default: return "(unknown)";
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}
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@@ -29,7 +29,6 @@ const char *ShaderLanguageAsString(ShaderLanguage lang);
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enum class ShaderStage {
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Vertex,
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Fragment,
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Geometry,
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Compute,
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};
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@@ -55,7 +55,6 @@
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static EShLanguage GetShLanguageFromStage(const ShaderStage stage) {
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switch (stage) {
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case ShaderStage::Vertex: return EShLangVertex;
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case ShaderStage::Geometry: return EShLangGeometry;
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case ShaderStage::Fragment: return EShLangFragment;
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case ShaderStage::Compute: return EShLangCompute;
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default: return EShLangVertex;
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@@ -52,32 +52,6 @@ static const char * const vulkan_glsl_preamble_vs =
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"precision highp float;\n"
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"\n";
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static const char * const hlsl_preamble_gs =
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"#define vec2 float2\n"
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"#define vec3 float3\n"
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"#define vec4 float4\n"
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"#define ivec2 int2\n"
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"#define ivec4 int4\n"
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"#define mat2 float2x2\n"
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"#define mat4 float4x4\n"
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"#define mat3x4 float4x3\n" // note how the conventions are backwards
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"#define splat3(x) vec3(x, x, x)\n"
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"#define lowp\n"
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"#define mediump\n"
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"#define highp\n"
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"#define inversesqrt rsqrt\n"
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"#define floatBitsToUint asuint\n"
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"#define uintBitsToFloat asfloat\n"
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"\n";
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static const char * const vulkan_glsl_preamble_gs =
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"#extension GL_ARB_separate_shader_objects : enable\n"
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"#define mul(x, y) ((x) * (y))\n"
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"#define splat3(x) vec3(x)\n"
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"precision highp float;\n"
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"\n";
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static const char * const hlsl_preamble_vs =
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"#define vec2 float2\n"
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"#define vec3 float3\n"
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@@ -138,9 +112,6 @@ void ShaderWriter::Preamble(Slice<const char *> extensions) {
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case ShaderStage::Fragment:
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W(vulkan_glsl_preamble_fs);
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break;
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case ShaderStage::Geometry:
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W(vulkan_glsl_preamble_gs);
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break;
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default:
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break;
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}
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@@ -154,9 +125,6 @@ void ShaderWriter::Preamble(Slice<const char *> extensions) {
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W(hlsl_preamble_fs);
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W(hlsl_d3d11_preamble_fs);
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break;
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case ShaderStage::Geometry:
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W(hlsl_preamble_gs);
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break;
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default:
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break;
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}
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@@ -187,11 +155,6 @@ void ShaderWriter::Preamble(Slice<const char *> extensions) {
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}
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C("#define gl_VertexIndex gl_VertexID\n");
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break;
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case ShaderStage::Geometry:
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if (lang_.gles) {
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C("precision highp float;\n");
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}
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break;
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default:
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break;
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}
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@@ -340,43 +303,6 @@ void ShaderWriter::BeginFSMain(Slice<UniformDef> uniforms, Slice<VaryingDef> var
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}
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}
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void ShaderWriter::BeginGSMain(Slice<VaryingDef> varyings, Slice<VaryingDef> outVaryings) {
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_assert_(this->stage_ == ShaderStage::Geometry);
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switch (lang_.shaderLanguage) {
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case HLSL_D3D11:
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// Untested, but should work.
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C("\nstruct GS_OUTPUT {\n");
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for (auto &varying : outVaryings) {
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F(" %s %s : %s;\n", varying.type, varying.name, semanticNames[varying.semantic]);
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}
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F(" vec4 pos : %s;\n", lang_.shaderLanguage == HLSL_D3D11 ? "SV_Position" : "POSITION");
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C("};\n");
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C("#define EmitVertex() emit.Append(gsout)\n");
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C("void main(");
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for (auto &varying : varyings) {
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F(" in %s %s : %s, ", varying.type, varying.name, semanticNames[varying.semantic]);
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}
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C("inout TriangleStream<GS_OUTPUT> emit) {\n");
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C(" GS_OUTPUT gsout;\n");
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break;
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case GLSL_VULKAN:
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for (auto &varying : varyings) {
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F("layout(location = %d) %s in %s %s[]; // %s\n", varying.index, varying.precision ? varying.precision : "", varying.type, varying.name, semanticNames[varying.semantic]);
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}
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for (auto &varying : outVaryings) {
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F("layout(location = %d) %s out %s %s; // %s\n", varying.index, varying.precision ? varying.precision : "", varying.type, varying.name, semanticNames[varying.semantic]);
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}
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C("\nvoid main() {\n");
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break;
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case GLSL_3xx:
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C("\nvoid main() {\n");
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break;
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default:
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break;
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}
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}
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void ShaderWriter::EndVSMain(Slice<VaryingDef> varyings) {
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_assert_(this->stage_ == ShaderStage::Vertex);
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switch (lang_.shaderLanguage) {
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@@ -419,11 +345,6 @@ void ShaderWriter::EndFSMain(const char *vec4_color_variable) {
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C("}\n");
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}
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void ShaderWriter::EndGSMain() {
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_assert_(this->stage_ == ShaderStage::Geometry);
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C("}\n");
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}
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void ShaderWriter::HighPrecisionFloat() {
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if ((ShaderLanguageIsOpenGL(lang_.shaderLanguage) && lang_.gles) || lang_.shaderLanguage == GLSL_VULKAN) {
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C("precision highp float;\n");
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@@ -97,12 +97,10 @@ public:
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// Simple shaders with no special tricks.
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void BeginVSMain(Slice<InputDef> inputs, Slice<UniformDef> uniforms, Slice<VaryingDef> varyings);
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void BeginFSMain(Slice<UniformDef> uniforms, Slice<VaryingDef> varyings);
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void BeginGSMain(Slice<VaryingDef> varyings, Slice<VaryingDef> outVaryings);
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// For simple shaders that output a single color, we can deal with this generically.
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void EndVSMain(Slice<VaryingDef> varyings);
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void EndFSMain(const char *vec4_color_variable);
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void EndGSMain();
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const ShaderLanguageDesc &Lang() const {
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return lang_;
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@@ -822,7 +822,6 @@ VkResult VulkanContext::CreateDevice(int physical_device, const std::vector<cons
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deviceFeatures_.enabled.standard.samplerAnisotropy = deviceFeatures_.available.standard.samplerAnisotropy;
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deviceFeatures_.enabled.standard.shaderClipDistance = deviceFeatures_.available.standard.shaderClipDistance;
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deviceFeatures_.enabled.standard.shaderCullDistance = deviceFeatures_.available.standard.shaderCullDistance;
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deviceFeatures_.enabled.standard.geometryShader = deviceFeatures_.available.standard.geometryShader;
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deviceFeatures_.enabled.standard.sampleRateShading = deviceFeatures_.available.standard.sampleRateShading;
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// A host application (e.g. a libretro frontend) may require some additional features to be enabled.
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@@ -47,7 +47,7 @@ enum class PipelineFlags : u8 {
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NONE = 0,
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USES_BLEND_CONSTANT = (1 << 1),
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USES_DEPTH_STENCIL = (1 << 2), // Reads or writes the depth or stencil buffers.
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USES_GEOMETRY_SHADER = (1 << 3),
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// Note: (1 << 3) is free, it used to be USES_GEOMETRY_SHADER.
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USES_MULTIVIEW = (1 << 4), // Inherited from the render pass it was created with.
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USES_DISCARD = (1 << 5),
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USES_FLAT_SHADING = (1 << 6),
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@@ -174,7 +174,6 @@ public:
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VkShaderStageFlagBits StageToVulkan(ShaderStage stage) {
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switch (stage) {
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case ShaderStage::Vertex: return VK_SHADER_STAGE_VERTEX_BIT;
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case ShaderStage::Geometry: return VK_SHADER_STAGE_GEOMETRY_BIT;
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case ShaderStage::Compute: return VK_SHADER_STAGE_COMPUTE_BIT;
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case ShaderStage::Fragment: return VK_SHADER_STAGE_FRAGMENT_BIT;
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}
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