mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-22 09:53:35 +01:00
IaIndexing
Fixes shader problems in Donkey Kong Country Tropical Freeze, and Fire Emblem: Three Houses
This commit is contained in:
parent
bdb00f3981
commit
fc581cf707
3 changed files with 175 additions and 144 deletions
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@ -76,7 +76,7 @@ namespace Ryujinx.Graphics.Metal
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return;
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return;
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}
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}
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switch (_shaders[index].Stage)
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switch (shader.Stage)
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{
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{
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case ShaderStage.Compute:
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case ShaderStage.Compute:
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ComputeFunction = library.NewFunction(StringHelper.NSString("kernelMain"));
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ComputeFunction = library.NewFunction(StringHelper.NSString("kernelMain"));
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@ -88,7 +88,7 @@ namespace Ryujinx.Graphics.Metal
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FragmentFunction = library.NewFunction(StringHelper.NSString("fragmentMain"));
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FragmentFunction = library.NewFunction(StringHelper.NSString("fragmentMain"));
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break;
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break;
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default:
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default:
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Logger.Warning?.Print(LogClass.Gpu, $"Cannot handle stage {_shaders[index].Stage}!");
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Logger.Warning?.Print(LogClass.Gpu, $"Cannot handle stage {shader.Stage}!");
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break;
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break;
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}
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}
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@ -60,9 +60,9 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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return _sb.ToString();
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return _sb.ToString();
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}
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}
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public void EnterScope()
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public void EnterScope(string prefix = "")
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{
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{
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AppendLine("{");
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AppendLine(prefix + "{");
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_level++;
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_level++;
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@ -139,6 +139,19 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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{
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{
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if (isMainFunc)
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if (isMainFunc)
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{
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{
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// TODO: Support OaIndexing
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if (context.Definitions.IaIndexing)
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{
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context.EnterScope($"array<float4, {Constants.MaxAttributes}> {Defaults.IAttributePrefix} = ");
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for (int i = 0; i < Constants.MaxAttributes; i++)
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{
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context.AppendLine($"in.{Defaults.IAttributePrefix}{i},");
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}
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context.LeaveScope(";");
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}
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DeclareMemories(context, context.Properties.LocalMemories.Values, isShared: false);
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DeclareMemories(context, context.Properties.LocalMemories.Values, isShared: false);
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DeclareMemories(context, context.Properties.SharedMemories.Values, isShared: true);
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DeclareMemories(context, context.Properties.SharedMemories.Values, isShared: true);
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@ -356,171 +369,189 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
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private static void DeclareInputAttributes(CodeGenContext context, IEnumerable<IoDefinition> inputs)
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private static void DeclareInputAttributes(CodeGenContext context, IEnumerable<IoDefinition> inputs)
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{
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{
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if (context.Definitions.Stage == ShaderStage.Compute)
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{
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return;
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}
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switch (context.Definitions.Stage)
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{
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case ShaderStage.Vertex:
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context.AppendLine("struct VertexIn");
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break;
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case ShaderStage.Fragment:
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context.AppendLine("struct FragmentIn");
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break;
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}
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context.EnterScope();
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if (context.Definitions.Stage == ShaderStage.Fragment)
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{
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// TODO: check if it's needed
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context.AppendLine("float4 position [[position, invariant]];");
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context.AppendLine("bool front_facing [[front_facing]];");
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context.AppendLine("float2 point_coord [[point_coord]];");
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}
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if (context.Definitions.IaIndexing)
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if (context.Definitions.IaIndexing)
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{
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{
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Logger.Warning?.PrintMsg(LogClass.Gpu, "Unhandled IA Indexing!");
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// MSL does not support arrays in stage I/O
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}
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// We need to use the SPIRV-Cross workaround
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else
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for (int i = 0; i < Constants.MaxAttributes; i++)
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{
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if (inputs.Any() || context.Definitions.Stage != ShaderStage.Compute)
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{
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{
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string prefix = "";
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var suffix = context.Definitions.Stage == ShaderStage.Fragment ? $"[[user(loc{i})]]" : $"[[attribute({i})]]";
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context.AppendLine($"float4 {Defaults.IAttributePrefix}{i} {suffix};");
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}
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}
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switch (context.Definitions.Stage)
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if (inputs.Any())
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{
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foreach (var ioDefinition in inputs.OrderBy(x => x.Location))
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{
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if (context.Definitions.IaIndexing && ioDefinition.IoVariable == IoVariable.UserDefined)
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{
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{
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case ShaderStage.Vertex:
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continue;
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context.AppendLine($"struct VertexIn");
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break;
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case ShaderStage.Fragment:
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context.AppendLine($"struct FragmentIn");
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break;
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}
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}
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context.EnterScope();
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string iq = string.Empty;
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if (context.Definitions.Stage == ShaderStage.Fragment)
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if (context.Definitions.Stage == ShaderStage.Fragment)
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{
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{
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// TODO: check if it's needed
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iq = context.Definitions.ImapTypes[ioDefinition.Location].GetFirstUsedType() switch
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context.AppendLine("float4 position [[position, invariant]];");
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{
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context.AppendLine("bool front_facing [[front_facing]];");
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PixelImap.Constant => "[[flat]] ",
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context.AppendLine("float2 point_coord [[point_coord]];");
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PixelImap.ScreenLinear => "[[center_no_perspective]] ",
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_ => string.Empty,
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};
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}
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}
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foreach (var ioDefinition in inputs.OrderBy(x => x.Location))
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string type = ioDefinition.IoVariable switch
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{
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{
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string iq = string.Empty;
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// IoVariable.Position => "float4",
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IoVariable.GlobalId => "uint3",
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IoVariable.VertexId => "uint",
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IoVariable.VertexIndex => "uint",
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// IoVariable.PointCoord => "float2",
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_ => GetVarTypeName(context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: false))
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};
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string name = ioDefinition.IoVariable switch
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{
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// IoVariable.Position => "position",
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IoVariable.GlobalId => "global_id",
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IoVariable.VertexId => "vertex_id",
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IoVariable.VertexIndex => "vertex_index",
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// IoVariable.PointCoord => "point_coord",
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_ => $"{Defaults.IAttributePrefix}{ioDefinition.Location}"
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};
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string suffix = ioDefinition.IoVariable switch
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{
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// IoVariable.Position => "[[position, invariant]]",
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IoVariable.GlobalId => "[[thread_position_in_grid]]",
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IoVariable.VertexId => "[[vertex_id]]",
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// TODO: Avoid potential redeclaration
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IoVariable.VertexIndex => "[[vertex_id]]",
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// IoVariable.PointCoord => "[[point_coord]]",
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IoVariable.UserDefined => context.Definitions.Stage == ShaderStage.Fragment ? $"[[user(loc{ioDefinition.Location})]]" : $"[[attribute({ioDefinition.Location})]]",
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_ => ""
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};
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if (context.Definitions.Stage == ShaderStage.Fragment)
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context.AppendLine($"{type} {name} {iq}{suffix};");
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{
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iq = context.Definitions.ImapTypes[ioDefinition.Location].GetFirstUsedType() switch
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{
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PixelImap.Constant => "[[flat]] ",
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PixelImap.ScreenLinear => "[[center_no_perspective]] ",
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_ => string.Empty,
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};
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}
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string type = ioDefinition.IoVariable switch
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{
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// IoVariable.Position => "float4",
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IoVariable.GlobalId => "uint3",
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IoVariable.VertexId => "uint",
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IoVariable.VertexIndex => "uint",
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// IoVariable.PointCoord => "float2",
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_ => GetVarTypeName(context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: false))
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};
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string name = ioDefinition.IoVariable switch
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{
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// IoVariable.Position => "position",
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IoVariable.GlobalId => "global_id",
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IoVariable.VertexId => "vertex_id",
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IoVariable.VertexIndex => "vertex_index",
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// IoVariable.PointCoord => "point_coord",
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_ => $"{Defaults.IAttributePrefix}{ioDefinition.Location}"
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};
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string suffix = ioDefinition.IoVariable switch
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{
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// IoVariable.Position => "[[position, invariant]]",
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IoVariable.GlobalId => "[[thread_position_in_grid]]",
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IoVariable.VertexId => "[[vertex_id]]",
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// TODO: Avoid potential redeclaration
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IoVariable.VertexIndex => "[[vertex_id]]",
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// IoVariable.PointCoord => "[[point_coord]]",
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IoVariable.UserDefined => context.Definitions.Stage == ShaderStage.Fragment ? $"[[user(loc{ioDefinition.Location})]]" : $"[[attribute({ioDefinition.Location})]]",
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_ => ""
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};
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context.AppendLine($"{type} {name} {iq}{suffix};");
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}
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context.LeaveScope(";");
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}
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}
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}
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}
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context.LeaveScope(";");
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}
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}
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private static void DeclareOutputAttributes(CodeGenContext context, IEnumerable<IoDefinition> outputs)
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private static void DeclareOutputAttributes(CodeGenContext context, IEnumerable<IoDefinition> outputs)
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{
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{
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switch (context.Definitions.Stage)
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{
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case ShaderStage.Vertex:
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context.AppendLine("struct VertexOut");
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break;
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case ShaderStage.Fragment:
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context.AppendLine("struct FragmentOut");
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break;
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case ShaderStage.Compute:
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context.AppendLine("struct KernelOut");
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break;
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}
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context.EnterScope();
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if (context.Definitions.OaIndexing)
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if (context.Definitions.OaIndexing)
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{
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{
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Logger.Warning?.PrintMsg(LogClass.Gpu, "Unhandled OA Indexing!");
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// MSL does not support arrays in stage I/O
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}
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// We need to use the SPIRV-Cross workaround
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else
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for (int i = 0; i < Constants.MaxAttributes; i++)
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{
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if (outputs.Any() || context.Definitions.Stage == ShaderStage.Fragment)
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{
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{
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string prefix = "";
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context.AppendLine($"float4 {Defaults.OAttributePrefix}{i} [[user(loc{i})]];");
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switch (context.Definitions.Stage)
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{
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case ShaderStage.Vertex:
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context.AppendLine($"struct VertexOut");
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break;
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case ShaderStage.Fragment:
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context.AppendLine($"struct FragmentOut");
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break;
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case ShaderStage.Compute:
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context.AppendLine($"struct KernelOut");
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break;
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}
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context.EnterScope();
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outputs = outputs.OrderBy(x => x.Location);
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if (context.Definitions.Stage == ShaderStage.Fragment && context.Definitions.DualSourceBlend)
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{
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IoDefinition firstOutput = outputs.ElementAtOrDefault(0);
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IoDefinition secondOutput = outputs.ElementAtOrDefault(1);
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var type1 = GetVarTypeName(context.Definitions.GetFragmentOutputColorType(firstOutput.Location));
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var type2 = GetVarTypeName(context.Definitions.GetFragmentOutputColorType(secondOutput.Location));
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var name1 = $"color{firstOutput.Location}";
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var name2 = $"color{firstOutput.Location + 1}";
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context.AppendLine($"{type1} {name1} [[color({firstOutput.Location}), index(0)]];");
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context.AppendLine($"{type2} {name2} [[color({firstOutput.Location}), index(1)]];");
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outputs = outputs.Skip(2);
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}
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foreach (var ioDefinition in outputs)
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{
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string type = ioDefinition.IoVariable switch
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{
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IoVariable.Position => "float4",
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IoVariable.PointSize => "float",
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IoVariable.FragmentOutputColor => GetVarTypeName(context.Definitions.GetFragmentOutputColorType(ioDefinition.Location)),
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IoVariable.FragmentOutputDepth => "float",
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IoVariable.ClipDistance => "float",
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_ => GetVarTypeName(context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: true))
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};
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string name = ioDefinition.IoVariable switch
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{
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IoVariable.Position => "position",
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IoVariable.PointSize => "point_size",
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IoVariable.FragmentOutputColor => $"color{ioDefinition.Location}",
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IoVariable.FragmentOutputDepth => "depth",
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IoVariable.ClipDistance => "clip_distance",
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_ => $"{Defaults.OAttributePrefix}{ioDefinition.Location}"
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};
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string suffix = ioDefinition.IoVariable switch
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{
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IoVariable.Position => "[[position, invariant]]",
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IoVariable.PointSize => "[[point_size]]",
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IoVariable.UserDefined => $"[[user(loc{ioDefinition.Location})]]",
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IoVariable.FragmentOutputColor => $"[[color({ioDefinition.Location})]]",
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IoVariable.FragmentOutputDepth => "[[depth(any)]]",
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IoVariable.ClipDistance => $"[[clip_distance]][{Defaults.TotalClipDistances}]",
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_ => ""
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};
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context.AppendLine($"{type} {name} {suffix};");
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}
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context.LeaveScope(";");
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}
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}
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}
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}
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if (outputs.Any())
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{
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outputs = outputs.OrderBy(x => x.Location);
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if (context.Definitions.Stage == ShaderStage.Fragment && context.Definitions.DualSourceBlend)
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{
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IoDefinition firstOutput = outputs.ElementAtOrDefault(0);
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IoDefinition secondOutput = outputs.ElementAtOrDefault(1);
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var type1 = GetVarTypeName(context.Definitions.GetFragmentOutputColorType(firstOutput.Location));
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var type2 = GetVarTypeName(context.Definitions.GetFragmentOutputColorType(secondOutput.Location));
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var name1 = $"color{firstOutput.Location}";
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var name2 = $"color{firstOutput.Location + 1}";
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context.AppendLine($"{type1} {name1} [[color({firstOutput.Location}), index(0)]];");
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context.AppendLine($"{type2} {name2} [[color({firstOutput.Location}), index(1)]];");
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outputs = outputs.Skip(2);
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}
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foreach (var ioDefinition in outputs)
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{
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if (context.Definitions.OaIndexing && ioDefinition.IoVariable == IoVariable.UserDefined)
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{
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continue;
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}
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string type = ioDefinition.IoVariable switch
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{
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IoVariable.Position => "float4",
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IoVariable.PointSize => "float",
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IoVariable.FragmentOutputColor => GetVarTypeName(context.Definitions.GetFragmentOutputColorType(ioDefinition.Location)),
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IoVariable.FragmentOutputDepth => "float",
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IoVariable.ClipDistance => "float",
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_ => GetVarTypeName(context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: true))
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};
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string name = ioDefinition.IoVariable switch
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{
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IoVariable.Position => "position",
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IoVariable.PointSize => "point_size",
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IoVariable.FragmentOutputColor => $"color{ioDefinition.Location}",
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IoVariable.FragmentOutputDepth => "depth",
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IoVariable.ClipDistance => "clip_distance",
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_ => $"{Defaults.OAttributePrefix}{ioDefinition.Location}"
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};
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string suffix = ioDefinition.IoVariable switch
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{
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IoVariable.Position => "[[position, invariant]]",
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IoVariable.PointSize => "[[point_size]]",
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IoVariable.UserDefined => $"[[user(loc{ioDefinition.Location})]]",
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IoVariable.FragmentOutputColor => $"[[color({ioDefinition.Location})]]",
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IoVariable.FragmentOutputDepth => "[[depth(any)]]",
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IoVariable.ClipDistance => $"[[clip_distance]][{Defaults.TotalClipDistances}]",
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_ => ""
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};
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context.AppendLine($"{type} {name} {suffix};");
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}
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}
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context.LeaveScope(";");
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}
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}
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private static void AppendHelperFunction(CodeGenContext context, string filename)
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private static void AppendHelperFunction(CodeGenContext context, string filename)
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||||||
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