[Vulkan] Remove old Vulkan code, change shaders directory, create empty Vulkan backend
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44
src/xenia/gpu/shaders/primitive_point_list.gs.hlsl
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44
src/xenia/gpu/shaders/primitive_point_list.gs.hlsl
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@@ -0,0 +1,44 @@
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#include "xenos_draw.hlsli"
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// TODO(Triang3l): Figure out how to see which interpolator gets adjusted.
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[maxvertexcount(4)]
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void main(point XeVertexPreGS xe_in[1],
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inout TriangleStream<XeVertexPostGS> xe_stream) {
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if (xe_in[0].cull_distance < 0.0f || any(isnan(xe_in[0].post_gs.position))) {
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return;
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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.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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// 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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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, 1.0);
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xe_out.position.xy =
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xe_in[0].post_gs.position.xy + float2(-1.0, 1.0) * 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.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(0.0, 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, 0.0);
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xe_out.position.xy =
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xe_in[0].post_gs.position.xy + float2(1.0, -1.0) * point_size;
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xe_stream.Append(xe_out);
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xe_stream.RestartStrip();
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}
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