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Use vector transform feedback outputs with fragment shaders (#4708)
* Use vector transform feedback outputs with fragment shaders * Shader cache version bump * Fix missing outputs when vector transform feedback outputs are used
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@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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private const ushort FileFormatVersionMajor = 1;
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private const ushort FileFormatVersionMinor = 2;
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private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
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private const uint CodeGenVersion = 4703;
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private const uint CodeGenVersion = 4707;
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private const string SharedTocFileName = "shared.toc";
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private const string SharedDataFileName = "shared.data";
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@ -449,7 +449,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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if (translatorContexts[i] != null)
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{
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translatorContexts[i].SetGeometryShaderLayerInputAttribute(info.GpLayerInputAttribute);
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translatorContexts[i].SetLastInVertexPipeline(translatorContexts[5] != null);
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translatorContexts[i].SetLastInVertexPipeline();
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break;
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}
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}
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