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[d3d11] Create passthrough geometry shader if necessary
Fixes stream output in Unity Engine titles. - Fix compilation with new DxbcProgramInfo struct.
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@ -31,7 +31,14 @@ namespace dxvk {
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std::ios_base::binary | std::ios_base::trunc));
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std::ios_base::binary | std::ios_base::trunc));
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}
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}
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m_shader = module.compile(*pDxbcModuleInfo, name);
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// Decide whether we need to create a pass-through
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// geometry shader for vertex shader stream output
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bool passthroughShader = pDxbcModuleInfo->xfb != nullptr
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&& module.programInfo().type() != DxbcProgramType::GeometryShader;
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m_shader = passthroughShader
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? module.compilePassthroughShader(*pDxbcModuleInfo, name)
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: module.compile (*pDxbcModuleInfo, name);
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m_shader->setShaderKey(*pShaderKey);
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m_shader->setShaderKey(*pShaderKey);
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if (dumpPath.size() != 0) {
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if (dumpPath.size() != 0) {
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