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glsl: Remove output generic indexing for geometry stage
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@ -30,10 +30,8 @@ std::string InputVertexIndex(EmitContext& ctx, std::string_view vertex) {
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return IsInputArray(ctx.stage) ? fmt::format("[{}]", vertex) : "";
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}
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std::string OutputVertexIndex(EmitContext& ctx, std::string_view vertex) {
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std::string OutputVertexIndex(EmitContext& ctx) {
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switch (ctx.stage) {
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case Stage::Geometry:
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return fmt::format("[{}]", vertex);
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case Stage::TessellationControl:
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return "[gl_InvocationID]";
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default:
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@ -252,12 +250,12 @@ void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr,
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}
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void EmitSetAttribute(EmitContext& ctx, IR::Attribute attr, std::string_view value,
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std::string_view vertex) {
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[[maybe_unused]] std::string_view vertex) {
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if (IR::IsGeneric(attr)) {
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const u32 index{IR::GenericAttributeIndex(attr)};
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const u32 element{IR::GenericAttributeElement(attr)};
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const GenericElementInfo& info{ctx.output_generics.at(index).at(element)};
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const auto output_decorator{OutputVertexIndex(ctx, vertex)};
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const auto output_decorator{OutputVertexIndex(ctx)};
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if (info.num_components == 1) {
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ctx.Add("{}{}={};", info.name, output_decorator, value);
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} else {
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