[Vulkan] Remove old Vulkan code, change shaders directory, create empty Vulkan backend
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44
src/xenia/gpu/shaders/discrete_triangle.hs.hlsl
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44
src/xenia/gpu/shaders/discrete_triangle.hs.hlsl
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#include "xenos_draw.hlsli"
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struct XeHSConstantDataOutput {
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float edges[3] : SV_TessFactor;
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float inside : SV_InsideTessFactor;
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};
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XeHSConstantDataOutput XePatchConstant() {
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XeHSConstantDataOutput output = (XeHSConstantDataOutput)0;
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uint i;
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// Xenos creates a uniform grid for triangles, but this can't be reproduced
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// using the tessellator on the PC, so just use what has the closest level of
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// detail.
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// https://www.slideshare.net/blackdevilvikas/next-generation-graphics-programming-on-xbox-360
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// 1.0 already added to the factor on the CPU, according to the images in the
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// slides above.
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// Don't calculate any variables for SV_TessFactor outside of this loop, or
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// everything will be broken - FXC will add code to make it calculated only
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// once for all 3 fork instances, but doesn't do it properly.
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[unroll] for (i = 0u; i < 3u; ++i) {
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output.edges[i] = xe_tessellation_factor_range.y;
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}
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output.inside = xe_tessellation_factor_range.y;
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return output;
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}
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[domain("tri")]
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[partitioning("integer")]
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[outputtopology("triangle_cw")]
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[outputcontrolpoints(3)]
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[patchconstantfunc("XePatchConstant")]
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XeHSControlPointOutput main(
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InputPatch<XeHSControlPointInput, 3> xe_input_patch,
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uint xe_control_point_id : SV_OutputControlPointID) {
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XeHSControlPointOutput output;
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output.index =
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float(xe_input_patch[xe_control_point_id].index_or_edge_factor);
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return output;
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}
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