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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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@ -171,7 +171,7 @@ void EmitCode(EmitContext& ctx, const IR::Program& program) {
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}
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std::string GlslVersionSpecifier(const EmitContext& ctx) {
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if (ctx.uses_y_direction || ctx.info.stores_legacy_varyings || ctx.info.loads_legacy_varyings) {
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if (ctx.uses_y_direction || ctx.info.stores.Legacy() || ctx.info.loads.Legacy()) {
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return " compatibility";
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}
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return "";
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