shader: Rework varyings and implement passthrough geometry shaders
Put all varyings into a single std::bitset with helpers to access it. Implement passthrough geometry shaders using host's.
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29 changed files with 351 additions and 337 deletions
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@ -20,8 +20,8 @@ void InitializeOutputVaryings(EmitContext& ctx) {
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if (ctx.stage == Stage::VertexB || ctx.stage == Stage::Geometry) {
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ctx.Add("gl_Position=vec4(0,0,0,1);");
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}
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for (size_t index = 0; index < ctx.info.stores_generics.size(); ++index) {
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if (!ctx.info.stores_generics[index]) {
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for (size_t index = 0; index < IR::NUM_GENERICS; ++index) {
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if (!ctx.info.stores.Generic(index)) {
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continue;
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}
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const auto& info_array{ctx.output_generics.at(index)};
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