GeometryShaderGen: Add UID enumeration functions
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@ -364,3 +364,23 @@ static void EndPrimitive(ShaderCode& out, const ShaderHostConfig& host_config,
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else
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out.Write("\toutput.RestartStrip();\n");
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}
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void EnumerateGeometryShaderUids(const std::function<void(const GeometryShaderUid&)>& callback)
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{
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GeometryShaderUid uid;
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std::memset(&uid, 0, sizeof(uid));
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static constexpr std::array<u32, 3> primitive_lut = {
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{PRIMITIVE_TRIANGLES, PRIMITIVE_LINES, PRIMITIVE_POINTS}};
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for (u32 primitive : primitive_lut)
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{
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auto* guid = uid.GetUidData<geometry_shader_uid_data>();
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guid->primitive_type = primitive;
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for (u32 texgens = 0; texgens <= 8; texgens++)
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{
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guid->numTexGens = texgens;
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callback(uid);
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}
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}
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}
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@ -4,6 +4,7 @@
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#pragma once
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#include <functional>
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#include "Common/CommonTypes.h"
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#include "VideoCommon/ShaderGenCommon.h"
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#include "VideoCommon/VertexManagerBase.h"
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@ -28,3 +29,4 @@ typedef ShaderUid<geometry_shader_uid_data> GeometryShaderUid;
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ShaderCode GenerateGeometryShaderCode(APIType ApiType, const ShaderHostConfig& host_config,
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const geometry_shader_uid_data* uid_data);
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GeometryShaderUid GetGeometryShaderUid(u32 primitive_type);
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void EnumerateGeometryShaderUids(const std::function<void(const GeometryShaderUid&)>& callback);
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