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Vulkan, OpenGL: Hook up geometry shader passthrough emulation
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@@ -345,6 +345,7 @@ PipelineCache::PipelineCache(RasterizerVulkan& rasterizer_, const Device& device
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.support_snorm_render_buffer = true,
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.support_viewport_index_layer = device.IsExtShaderViewportIndexLayerSupported(),
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.min_ssbo_alignment = static_cast<u32>(device.GetStorageBufferAlignment()),
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.support_geometry_shader_passthrough = device.IsNvGeometryShaderPassthroughSupported(),
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};
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if (device.GetMaxVertexInputAttributes() < Maxwell::NumVertexAttributes) {
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