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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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@ -961,7 +961,11 @@ public:
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SamplerIndex sampler_index;
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INSERT_PADDING_WORDS_NOINIT(0x25);
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INSERT_PADDING_WORDS_NOINIT(0x2);
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std::array<u32, 8> gp_passthrough_mask;
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INSERT_PADDING_WORDS_NOINIT(0x1B);
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u32 depth_test_enable;
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@ -1628,6 +1632,7 @@ ASSERT_REG_POSITION(zeta_width, 0x48a);
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ASSERT_REG_POSITION(zeta_height, 0x48b);
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ASSERT_REG_POSITION(zeta_depth, 0x48c);
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ASSERT_REG_POSITION(sampler_index, 0x48D);
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ASSERT_REG_POSITION(gp_passthrough_mask, 0x490);
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ASSERT_REG_POSITION(depth_test_enable, 0x4B3);
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ASSERT_REG_POSITION(independent_blend_enable, 0x4B9);
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ASSERT_REG_POSITION(depth_write_enabled, 0x4BA);
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