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Vulkan: Fix vertex position Z conversion with geometry shader passthrough (#3781)
* Vulkan: Fix vertex position Z conversion with geometry shader passthrough * Shader cache version bump
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@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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private const ushort FileFormatVersionMajor = 1;
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private const ushort FileFormatVersionMajor = 1;
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private const ushort FileFormatVersionMinor = 2;
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private const ushort FileFormatVersionMinor = 2;
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private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
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private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
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private const uint CodeGenVersion = 3759;
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private const uint CodeGenVersion = 3781;
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private const string SharedTocFileName = "shared.toc";
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private const string SharedTocFileName = "shared.toc";
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private const string SharedDataFileName = "shared.data";
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private const string SharedDataFileName = "shared.data";
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@ -306,7 +306,10 @@ namespace Ryujinx.Graphics.Shader.Translation
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config._perPatchAttributeLocations = locationsMap;
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config._perPatchAttributeLocations = locationsMap;
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}
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}
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if (config.Stage != ShaderStage.Fragment)
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// We don't consider geometry shaders using the geometry shader passthrough feature
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// as being the last because when this feature is used, it can't actually modify any of the outputs,
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// so the stage that comes before it is the last one that can do modifications.
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if (config.Stage != ShaderStage.Fragment && (config.Stage != ShaderStage.Geometry || !config.GpPassthrough))
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{
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{
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LastInVertexPipeline = false;
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LastInVertexPipeline = false;
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}
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}
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