[D3D12] Vertex kill and multipass vertex exports
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@@ -218,13 +218,11 @@ bool PipelineCache::EnsureShadersTranslated(D3D12Shader* vertex_shader,
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auto sq_program_cntl = regs.Get<reg::SQ_PROGRAM_CNTL>();
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// Normal vertex shaders only, for now.
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assert_true(sq_program_cntl.vs_export_mode ==
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xenos::VertexShaderExportMode::kPosition1Vector ||
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sq_program_cntl.vs_export_mode ==
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xenos::VertexShaderExportMode::kPosition2VectorsSprite ||
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sq_program_cntl.vs_export_mode ==
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xenos::VertexShaderExportMode::kMultipass);
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// Edge flags are not supported yet (because polygon primitives are not).
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assert_true(sq_program_cntl.vs_export_mode !=
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xenos::VertexShaderExportMode::kPosition2VectorsEdge &&
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sq_program_cntl.vs_export_mode !=
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xenos::VertexShaderExportMode::kPosition2VectorsEdgeKill);
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assert_false(sq_program_cntl.gen_index_vtx);
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if (!vertex_shader->is_translated() &&
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