gl_shader_cache: Remove unused entry in GetPrimitiveDescription
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@ -112,25 +112,25 @@ constexpr GLenum GetGLShaderType(ShaderType shader_type) {
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}
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}
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/// Describes primitive behavior on geometry shaders
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/// Describes primitive behavior on geometry shaders
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constexpr std::tuple<const char*, const char*, u32> GetPrimitiveDescription(GLenum primitive_mode) {
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constexpr std::pair<const char*, u32> GetPrimitiveDescription(GLenum primitive_mode) {
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switch (primitive_mode) {
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switch (primitive_mode) {
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case GL_POINTS:
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case GL_POINTS:
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return {"points", "Points", 1};
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return {"points", 1};
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case GL_LINES:
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case GL_LINES:
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case GL_LINE_STRIP:
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case GL_LINE_STRIP:
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return {"lines", "Lines", 2};
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return {"lines", 2};
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case GL_LINES_ADJACENCY:
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case GL_LINES_ADJACENCY:
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case GL_LINE_STRIP_ADJACENCY:
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case GL_LINE_STRIP_ADJACENCY:
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return {"lines_adjacency", "LinesAdj", 4};
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return {"lines_adjacency", 4};
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case GL_TRIANGLES:
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case GL_TRIANGLES:
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case GL_TRIANGLE_STRIP:
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case GL_TRIANGLE_STRIP:
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case GL_TRIANGLE_FAN:
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case GL_TRIANGLE_FAN:
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return {"triangles", "Triangles", 3};
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return {"triangles", 3};
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case GL_TRIANGLES_ADJACENCY:
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case GL_TRIANGLES_ADJACENCY:
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case GL_TRIANGLE_STRIP_ADJACENCY:
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case GL_TRIANGLE_STRIP_ADJACENCY:
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return {"triangles_adjacency", "TrianglesAdj", 6};
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return {"triangles_adjacency", 6};
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default:
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default:
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return {"points", "Invalid", 1};
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return {"points", 1};
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}
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}
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}
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}
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@ -267,11 +267,9 @@ CachedProgram BuildShader(const Device& device, u64 unique_identifier, ShaderTyp
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source += '\n';
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source += '\n';
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if (shader_type == ShaderType::Geometry) {
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if (shader_type == ShaderType::Geometry) {
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const auto [glsl_topology, debug_name, max_vertices] =
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const auto [glsl_topology, max_vertices] = GetPrimitiveDescription(variant.primitive_mode);
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GetPrimitiveDescription(variant.primitive_mode);
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source += fmt::format("layout ({}) in;\n\n", glsl_topology);
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source += fmt::format("#define MAX_VERTEX_INPUT {}\n", max_vertices);
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source += fmt::format("#define MAX_VERTEX_INPUT {}\n", max_vertices);
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source += fmt::format("layout ({}) in;\n\n", glsl_topology);
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}
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}
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if (shader_type == ShaderType::Compute) {
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if (shader_type == ShaderType::Compute) {
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source +=
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source +=
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