Porting GL4 geometry shaders. Likely not working.
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101
src/xenia/gpu/vulkan/shaders/rect_list.geom
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101
src/xenia/gpu/vulkan/shaders/rect_list.geom
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// NOTE: This file is compiled and embedded into the exe.
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// Use `xenia-build genspirv` and check in any changes under bin/.
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#version 450
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#extension all : warn
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in gl_PerVertex {
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vec4 gl_Position;
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float gl_PointSize;
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float gl_ClipDistance[];
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} gl_in[];
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out gl_PerVertex {
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vec4 gl_Position;
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float gl_PointSize;
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float gl_ClipDistance[];
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};
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struct VertexData {
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vec4 o[16];
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};
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layout(location = 1) in VertexData in_vtx[];
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layout(location = 1) out VertexData out_vtx;
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 6) out;
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void main() {
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// Most games use the left-aligned form.
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bool left_aligned = gl_in[0].gl_Position.x == gl_in[2].gl_Position.x;
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if (left_aligned) {
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// 0 ------ 1
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// | - |
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// | // |
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// | - |
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// 2 ----- [3]
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gl_Position = gl_in[0].gl_Position;
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gl_PointSize = gl_in[0].gl_PointSize;
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out_vtx = in_vtx[0];
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EmitVertex();
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gl_Position = gl_in[1].gl_Position;
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gl_PointSize = gl_in[1].gl_PointSize;
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out_vtx = in_vtx[1];
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EmitVertex();
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gl_Position = gl_in[2].gl_Position;
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gl_PointSize = gl_in[2].gl_PointSize;
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out_vtx = in_vtx[2];
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EmitVertex();
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EndPrimitive();
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gl_Position = gl_in[2].gl_Position;
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gl_PointSize = gl_in[2].gl_PointSize;
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out_vtx = in_vtx[2];
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EmitVertex();
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gl_Position = gl_in[1].gl_Position;
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gl_PointSize = gl_in[1].gl_PointSize;
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out_vtx = in_vtx[1];
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EmitVertex();
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gl_Position = (gl_in[1].gl_Position + gl_in[2].gl_Position) -
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gl_in[0].gl_Position;
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gl_PointSize = gl_in[2].gl_PointSize;
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for (int i = 0; i < 16; ++i) {
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out_vtx.o[i] = -in_vtx[0].o[i] + in_vtx[1].o[i] + in_vtx[2].o[i];
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}
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EmitVertex();
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EndPrimitive();
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} else {
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// 0 ------ 1
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// | - |
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// | \\ |
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// | - |
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// [3] ----- 2
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gl_Position = gl_in[0].gl_Position;
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gl_PointSize = gl_in[0].gl_PointSize;
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out_vtx = in_vtx[0];
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EmitVertex();
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gl_Position = gl_in[1].gl_Position;
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gl_PointSize = gl_in[1].gl_PointSize;
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out_vtx = in_vtx[1];
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EmitVertex();
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gl_Position = gl_in[2].gl_Position;
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gl_PointSize = gl_in[2].gl_PointSize;
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out_vtx = in_vtx[2];
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EmitVertex();
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EndPrimitive();
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gl_Position = gl_in[0].gl_Position;
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gl_PointSize = gl_in[0].gl_PointSize;
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out_vtx = in_vtx[0];
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EmitVertex();
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gl_Position = gl_in[2].gl_Position;
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gl_PointSize = gl_in[2].gl_PointSize;
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out_vtx = in_vtx[2];
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EmitVertex();
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gl_Position = (gl_in[0].gl_Position + gl_in[2].gl_Position) -
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gl_in[1].gl_Position;
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gl_PointSize = gl_in[2].gl_PointSize;
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for (int i = 0; i < 16; ++i) {
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out_vtx.o[i] = in_vtx[0].o[i] + -in_vtx[1].o[i] + in_vtx[2].o[i];
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}
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EmitVertex();
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EndPrimitive();
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}
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}
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