Merge branch 'master' into vulkan
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@@ -10,9 +10,9 @@ void main(point XeVertexPreGS xe_in[1],
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}
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XeVertexPostGS xe_out;
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xe_out.interpolators = xe_in[0].post_gs.interpolators;
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xe_out.point_params.z = xe_in[0].post_gs.point_params.z;
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xe_out.clip_space_zw = xe_in[0].post_gs.clip_space_zw;
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xe_out.pre_ps.interpolators = xe_in[0].post_gs.pre_ps.interpolators;
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xe_out.pre_ps.point_params.z = xe_in[0].post_gs.pre_ps.point_params.z;
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xe_out.pre_ps.clip_space_zw = xe_in[0].post_gs.pre_ps.clip_space_zw;
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xe_out.position.zw = xe_in[0].post_gs.position.zw;
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xe_out.clip_distance_0123 = xe_in[0].post_gs.clip_distance_0123;
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xe_out.clip_distance_45 = xe_in[0].post_gs.clip_distance_45;
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@@ -20,26 +20,27 @@ void main(point XeVertexPreGS xe_in[1],
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// Shader header writes -1.0f to point_size by default, so any positive value
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// means that it was overwritten by the translated vertex shader.
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float2 point_size =
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(xe_in[0].post_gs.point_params.z > 0.0f ? xe_in[0].post_gs.point_params.zz
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: xe_point_size);
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xe_in[0].post_gs.pre_ps.point_params.z > 0.0f
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? xe_in[0].post_gs.pre_ps.point_params.zz
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: xe_point_size;
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point_size =
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clamp(point_size, xe_point_size_min_max.xx, xe_point_size_min_max.yy) *
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xe_point_screen_to_ndc * xe_in[0].post_gs.position.w;
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xe_out.point_params.xy = float2(0.0, 0.0);
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xe_out.pre_ps.point_params.xy = float2(0.0, 0.0);
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// TODO(Triang3l): On Vulkan, sign of Y needs to inverted because of
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// upper-left origin.
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// TODO(Triang3l): Investigate the true signs of point sprites.
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xe_out.position.xy =
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xe_in[0].post_gs.position.xy + float2(-point_size.x, point_size.y);
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xe_stream.Append(xe_out);
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xe_out.point_params.xy = float2(0.0, 1.0);
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xe_out.pre_ps.point_params.xy = float2(0.0, 1.0);
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xe_out.position.xy = xe_in[0].post_gs.position.xy - point_size;
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xe_stream.Append(xe_out);
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xe_out.point_params.xy = float2(1.0, 0.0);
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xe_out.pre_ps.point_params.xy = float2(1.0, 0.0);
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xe_out.position.xy = xe_in[0].post_gs.position.xy + point_size;
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xe_stream.Append(xe_out);
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xe_out.point_params.xy = float2(1.0, 1.0);
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xe_out.pre_ps.point_params.xy = float2(1.0, 1.0);
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xe_out.position.xy =
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xe_in[0].post_gs.position.xy + float2(point_size.x, -point_size.y);
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xe_stream.Append(xe_out);
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