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VideoBackends: Reimplement SSAA, now for D3D + OGL
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12 changed files with 111 additions and 91 deletions
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@ -94,11 +94,11 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
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out.Write("#define InstanceID gl_InvocationID\n");
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out.Write("in VertexData {\n");
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GenerateVSOutputMembers<T>(out, ApiType, g_ActiveConfig.backend_info.bSupportsBindingLayout ? "centroid" : "centroid in");
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GenerateVSOutputMembers<T>(out, ApiType, GetInterpolationQualifier(ApiType, true, true));
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out.Write("} vs[%d];\n", vertex_in);
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out.Write("out VertexData {\n");
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GenerateVSOutputMembers<T>(out, ApiType, g_ActiveConfig.backend_info.bSupportsBindingLayout ? "centroid" : "centroid out");
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GenerateVSOutputMembers<T>(out, ApiType, GetInterpolationQualifier(ApiType, false, true));
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if (g_ActiveConfig.iStereoMode > 0)
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out.Write("\tflat int layer;\n");
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