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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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@ -17,7 +17,6 @@ namespace Ryujinx.Graphics.Shader.Translation
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public ShaderStage Stage { get; }
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public bool GpPassthrough { get; }
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public bool LastInPipeline { get; private set; }
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public bool LastInVertexPipeline { get; private set; }
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public bool HasLayerInputAttribute { get; private set; }
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@ -145,7 +144,6 @@ namespace Ryujinx.Graphics.Shader.Translation
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OmapSampleMask = header.OmapSampleMask;
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OmapDepth = header.OmapDepth;
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TransformFeedbackEnabled = gpuAccessor.QueryTransformFeedbackEnabled();
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LastInPipeline = true;
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LastInVertexPipeline = header.Stage < ShaderStage.Fragment;
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}
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@ -253,13 +251,8 @@ namespace Ryujinx.Graphics.Shader.Translation
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GpLayerInputAttribute = attr;
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}
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public void SetLastInVertexPipeline(bool hasFragment)
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public void SetLastInVertexPipeline()
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{
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if (!hasFragment)
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{
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LastInPipeline = true;
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}
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LastInVertexPipeline = true;
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}
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@ -331,8 +324,6 @@ namespace Ryujinx.Graphics.Shader.Translation
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config._perPatchAttributeLocations = locationsMap;
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}
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LastInPipeline = false;
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// We don't consider geometry shaders using the geometry shader passthrough feature
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// as being the last because when this feature is used, it can't actually modify any of the outputs,
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// so the stage that comes before it is the last one that can do modifications.
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