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gl_shader_decompiler: Fix geometry shader outputs for Intel drivers
On Intel's proprietary drivers, gl_Layer and gl_ViewportIndex are not allowed members of gl_PerVertex block, causing the shader to fail to compile. Fix this by declaring these variables outside of gl_PerVertex.
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@ -618,19 +618,6 @@ private:
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break;
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}
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}
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if (stage != ShaderType::Vertex || device.HasVertexViewportLayer()) {
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if (ir.UsesLayer()) {
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code.AddLine("int gl_Layer;");
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}
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if (ir.UsesViewportIndex()) {
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code.AddLine("int gl_ViewportIndex;");
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}
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} else if ((ir.UsesLayer() || ir.UsesViewportIndex()) && stage == ShaderType::Vertex &&
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!device.HasVertexViewportLayer()) {
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LOG_ERROR(
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Render_OpenGL,
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"GL_ARB_shader_viewport_layer_array is not available and its required by a shader");
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}
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if (ir.UsesPointSize()) {
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code.AddLine("float gl_PointSize;");
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@ -647,6 +634,21 @@ private:
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--code.scope;
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code.AddLine("}};");
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code.AddNewLine();
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if (stage != ShaderType::Vertex || device.HasVertexViewportLayer()) {
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if (ir.UsesLayer()) {
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code.AddLine("out int gl_Layer;");
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}
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if (ir.UsesViewportIndex()) {
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code.AddLine("out int gl_ViewportIndex;");
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}
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} else if ((ir.UsesLayer() || ir.UsesViewportIndex()) && stage == ShaderType::Vertex &&
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!device.HasVertexViewportLayer()) {
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LOG_ERROR(
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Render_OpenGL,
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"GL_ARB_shader_viewport_layer_array is not available and its required by a shader");
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}
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code.AddNewLine();
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}
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void DeclareRegisters() {
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