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dep/reshadefx: Don't unconditionally emit point size variable
Metal compiler doesn't like it. And we're only using triangles at the moment anyway.
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@ -1543,6 +1543,8 @@ private:
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emit_load(position, false)));
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emit_load(position, false)));
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}
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}
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#if 0
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// Disabled because it breaks on MacOS/Metal - point size should not be defined for a non-point primitive.
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// Add code that sets the point size to a default value (in case this vertex shader is used with point primitives)
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// Add code that sets the point size to a default value (in case this vertex shader is used with point primitives)
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if (point_size_variable == 0 && func.type == shader_type::vertex)
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if (point_size_variable == 0 && func.type == shader_type::vertex)
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{
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{
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@ -1554,6 +1556,7 @@ private:
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// gl_PointSize = 1.0
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// gl_PointSize = 1.0
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emit_store(point_size, emit_constant({ type::t_float, 1, 1 }, 1));
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emit_store(point_size, emit_constant({ type::t_float, 1, 1 }, 1));
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}
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}
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#endif
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leave_block_and_return(0);
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leave_block_and_return(0);
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leave_function();
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leave_function();
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