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[dxvk] Optimize meta geometry shaders
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@ -1,25 +1,26 @@
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#version 450
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layout(points) in;
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layout(triangle_strip, max_vertices = 4) out;
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layout(triangle_strip, max_vertices = 3) out;
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layout(location = 0) in int i_instance[1];
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layout(location = 0) out vec3 o_pos;
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const vec4 g_vpos[4] = {
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vec4(-1.0f, -1.0f, 0.0f, 1.0f),
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vec4(-1.0f, 1.0f, 0.0f, 1.0f),
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vec4( 1.0f, -1.0f, 0.0f, 1.0f),
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vec4( 1.0f, 1.0f, 0.0f, 1.0f),
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};
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void main() {
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for (int i = 0; i < 4; i++) {
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o_pos = vec3(0.5f + 0.5f * g_vpos[i].xy, float(i_instance[0]));
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gl_Position = g_vpos[i];
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gl_Layer = i_instance[0];
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EmitVertex();
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}
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gl_Position = vec4(-1.0f, 3.0f, 0.0f, 1.0f);
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gl_Layer = i_instance[0];
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o_pos = vec3(0.0f, 2.0f, float(i_instance[0]));
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EmitVertex();
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gl_Position = vec4(-1.0f, -1.0f, 0.0f, 1.0f);
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gl_Layer = i_instance[0];
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o_pos = vec3(0.0f, 0.0f, float(i_instance[0]));
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EmitVertex();
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gl_Position = vec4( 3.0f, -1.0f, 0.0f, 1.0f);
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gl_Layer = i_instance[0];
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o_pos = vec3(2.0f, 0.0f, float(i_instance[0]));
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EmitVertex();
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EndPrimitive();
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}
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@ -1,23 +1,22 @@
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#version 450
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layout(points) in;
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layout(triangle_strip, max_vertices = 4) out;
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layout(triangle_strip, max_vertices = 3) out;
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layout(location = 0) in int i_instance[1];
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const vec4 g_vpos[4] = {
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vec4(-1.0f, -1.0f, 0.0f, 1.0f),
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vec4(-1.0f, 1.0f, 0.0f, 1.0f),
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vec4( 1.0f, -1.0f, 0.0f, 1.0f),
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vec4( 1.0f, 1.0f, 0.0f, 1.0f),
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};
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void main() {
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for (int i = 0; i < 4; i++) {
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gl_Position = g_vpos[i];
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gl_Layer = i_instance[0];
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EmitVertex();
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}
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gl_Position = vec4(-1.0f, 3.0f, 0.0f, 1.0f);
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gl_Layer = i_instance[0];
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EmitVertex();
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gl_Position = vec4(-1.0f, -1.0f, 0.0f, 1.0f);
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gl_Layer = i_instance[0];
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EmitVertex();
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gl_Position = vec4( 3.0f, -1.0f, 0.0f, 1.0f);
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gl_Layer = i_instance[0];
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EmitVertex();
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EndPrimitive();
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}
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