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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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@ -27,6 +27,7 @@ struct Program {
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u32 invocations{};
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u32 local_memory_size{};
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u32 shared_memory_size{};
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bool is_geometry_passthrough{};
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};
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[[nodiscard]] std::string DumpProgram(const Program& program);
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