ShaderGen: Use interface blocks when geometry shaders are supported
We don't use explicit locations in OpenGL currently, so this breaks when we use alternative names in the geometry shaders.
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@@ -67,8 +67,17 @@ ShaderCode GenerateVertexShader(APIType api_type)
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}
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else if (api_type == APIType::OpenGL || api_type == APIType::Vulkan)
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{
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out.Write("VARYING_LOCATION(0) out float3 v_tex0;\n"
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"#define id gl_VertexID\n"
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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{
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out.Write("VARYING_LOCATION(0) out VertexData {\n");
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out.Write(" float3 v_tex0;\n");
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out.Write("};\n");
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}
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else
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{
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out.Write("VARYING_LOCATION(0) out float3 v_tex0;\n");
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}
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out.Write("#define id gl_VertexID\n"
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"#define opos gl_Position\n"
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"void main() {\n");
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}
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@@ -112,8 +121,17 @@ ShaderCode GeneratePixelShader(APIType api_type, const UidData* uid_data)
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"clamp_tb.x, clamp_tb.y), %s));\n"
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"}\n",
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mono_depth ? "0.0" : "uv.z");
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out.Write("VARYING_LOCATION(0) in vec3 v_tex0;\n"
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"FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;"
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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{
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out.Write("VARYING_LOCATION(0) in VertexData {\n");
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out.Write(" float3 v_tex0;\n");
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out.Write("};\n");
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}
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else
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{
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out.Write("VARYING_LOCATION(0) in vec3 v_tex0;\n");
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}
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out.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;"
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"void main()\n{\n");
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}
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