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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@ -10,6 +10,7 @@
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#include <vector>
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#include "common/common_types.h"
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#include "shader_recompiler/varying_state.h"
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namespace Shader {
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@ -60,7 +61,7 @@ struct TransformFeedbackVarying {
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struct RuntimeInfo {
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std::array<AttributeType, 32> generic_input_types{};
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std::bitset<32> previous_stage_stores_generic{};
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VaryingState previous_stage_stores;
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bool convert_depth_mode{};
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bool force_early_z{};
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