Vulkan: Fix incorrect geometry shader input/output usage
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5250f3c6a4
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70eb904536
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@ -899,12 +899,12 @@ bool operator<(const SamplerState& lhs, const SamplerState& rhs)
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bool ObjectCache::CompileSharedShaders()
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{
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static const char PASSTHROUGH_VERTEX_SHADER_SOURCE[] = R"(
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layout(location = 0) in float4 ipos;
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layout(location = 5) in float4 icol0;
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layout(location = 8) in float3 itex0;
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layout(location = 0) in vec4 ipos;
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layout(location = 5) in vec4 icol0;
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layout(location = 8) in vec3 itex0;
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layout(location = 0) out float3 uv0;
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layout(location = 1) out float4 col0;
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layout(location = 0) out vec3 uv0;
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layout(location = 1) out vec4 col0;
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void main()
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{
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@ -918,17 +918,11 @@ bool ObjectCache::CompileSharedShaders()
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layout(triangles) in;
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layout(triangle_strip, max_vertices = EFB_LAYERS * 3) out;
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in VertexData
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{
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float3 uv0;
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float4 col0;
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} in_data[];
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layout(location = 0) in vec3 in_uv0[];
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layout(location = 1) in vec4 in_col0[];
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out VertexData
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{
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float3 uv0;
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float4 col0;
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} out_data;
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layout(location = 0) out vec3 out_uv0;
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layout(location = 1) out vec4 out_col0;
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void main()
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{
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@ -938,8 +932,8 @@ bool ObjectCache::CompileSharedShaders()
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{
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gl_Layer = j;
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gl_Position = gl_in[i].gl_Position;
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out_data.uv0 = float3(in_data[i].uv0.xy, float(j));
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out_data.col0 = in_data[i].col0;
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out_uv0 = vec3(in_uv0[i].xy, float(j));
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out_col0 = in_col0[i];
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EmitVertex();
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}
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EndPrimitive();
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@ -948,7 +942,7 @@ bool ObjectCache::CompileSharedShaders()
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)";
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static const char SCREEN_QUAD_VERTEX_SHADER_SOURCE[] = R"(
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layout(location = 0) out float3 uv0;
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layout(location = 0) out vec3 uv0;
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void main()
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{
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@ -959,9 +953,9 @@ bool ObjectCache::CompileSharedShaders()
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* 2 0,2 0,1 -1,1 BL
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* 3 1,2 1,1 1,1 BR
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*/
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vec2 rawpos = float2(float(gl_VertexID & 1), clamp(float(gl_VertexID & 2), 0.0f, 1.0f));
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gl_Position = float4(rawpos * 2.0f - 1.0f, 0.0f, 1.0f);
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uv0 = float3(rawpos, 0.0f);
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vec2 rawpos = vec2(float(gl_VertexID & 1), clamp(float(gl_VertexID & 2), 0.0f, 1.0f));
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gl_Position = vec4(rawpos * 2.0f - 1.0f, 0.0f, 1.0f);
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uv0 = vec3(rawpos, 0.0f);
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}
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)";
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@ -969,15 +963,9 @@ bool ObjectCache::CompileSharedShaders()
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layout(triangles) in;
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layout(triangle_strip, max_vertices = EFB_LAYERS * 3) out;
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in VertexData
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{
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float3 uv0;
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} in_data[];
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layout(location = 0) in vec3 in_uv0[];
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out VertexData
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{
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float3 uv0;
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} out_data;
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layout(location = 0) out vec3 out_uv0;
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void main()
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{
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@ -987,7 +975,7 @@ bool ObjectCache::CompileSharedShaders()
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{
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gl_Layer = j;
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gl_Position = gl_in[i].gl_Position;
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out_data.uv0 = float3(in_data[i].uv0.xy, float(j));
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out_uv0 = vec3(in_uv0[i].xy, float(j));
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EmitVertex();
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}
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EndPrimitive();
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