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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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@ -296,8 +296,10 @@ void SetupOptions(const IR::Program& program, const Profile& profile,
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if (info.uses_sparse_residency) {
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header += "OPTION EXT_sparse_texture2;";
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}
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if (((info.stores_viewport_index || info.stores_layer) && stage != Stage::Geometry) ||
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info.stores_viewport_mask) {
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const bool stores_viewport_layer{info.stores[IR::Attribute::ViewportIndex] ||
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info.stores[IR::Attribute::Layer]};
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if ((stage != Stage::Geometry && stores_viewport_layer) ||
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info.stores[IR::Attribute::ViewportMask]) {
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if (profile.support_viewport_index_layer_non_geometry) {
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header += "OPTION NV_viewport_array2;";
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}
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