GPU: Add wireframe rendering/overlay
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@ -489,41 +489,44 @@ void ShaderGen::DeclareFragmentEntryPoint(
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{
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if (m_glsl)
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{
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if (m_use_glsl_interface_blocks)
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if (num_color_inputs > 0 || num_texcoord_inputs > 0 || additional_inputs.size() > 0)
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{
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const char* qualifier = GetInterpolationQualifier(true, msaa, ssaa, false);
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if (m_spirv)
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ss << "layout(location = 0) ";
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ss << "in VertexData {\n";
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for (u32 i = 0; i < num_color_inputs; i++)
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ss << " " << qualifier << (noperspective_color ? "noperspective " : "") << "float4 v_col" << i << ";\n";
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for (u32 i = 0; i < num_texcoord_inputs; i++)
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ss << " " << qualifier << "float2 v_tex" << i << ";\n";
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for (const auto& [qualifiers, name] : additional_inputs)
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if (m_use_glsl_interface_blocks)
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{
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const char* qualifier_to_use = (std::strlen(qualifiers) > 0) ? qualifiers : qualifier;
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ss << " " << qualifier_to_use << " " << name << ";\n";
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const char* qualifier = GetInterpolationQualifier(true, msaa, ssaa, false);
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if (m_spirv)
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ss << "layout(location = 0) ";
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ss << "in VertexData {\n";
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for (u32 i = 0; i < num_color_inputs; i++)
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ss << " " << qualifier << (noperspective_color ? "noperspective " : "") << "float4 v_col" << i << ";\n";
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for (u32 i = 0; i < num_texcoord_inputs; i++)
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ss << " " << qualifier << "float2 v_tex" << i << ";\n";
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for (const auto& [qualifiers, name] : additional_inputs)
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{
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const char* qualifier_to_use = (std::strlen(qualifiers) > 0) ? qualifiers : qualifier;
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ss << " " << qualifier_to_use << " " << name << ";\n";
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}
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ss << "};\n";
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}
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ss << "};\n";
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}
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else
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{
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const char* qualifier = GetInterpolationQualifier(false, msaa, ssaa, false);
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for (u32 i = 0; i < num_color_inputs; i++)
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ss << qualifier << (noperspective_color ? "noperspective " : "") << "in float4 v_col" << i << ";\n";
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for (u32 i = 0; i < num_texcoord_inputs; i++)
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ss << qualifier << "in float2 v_tex" << i << ";\n";
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for (const auto& [qualifiers, name] : additional_inputs)
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else
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{
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const char* qualifier_to_use = (std::strlen(qualifiers) > 0) ? qualifiers : qualifier;
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ss << qualifier_to_use << " in " << name << ";\n";
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const char* qualifier = GetInterpolationQualifier(false, msaa, ssaa, false);
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for (u32 i = 0; i < num_color_inputs; i++)
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ss << qualifier << (noperspective_color ? "noperspective " : "") << "in float4 v_col" << i << ";\n";
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for (u32 i = 0; i < num_texcoord_inputs; i++)
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ss << qualifier << "in float2 v_tex" << i << ";\n";
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for (const auto& [qualifiers, name] : additional_inputs)
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{
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const char* qualifier_to_use = (std::strlen(qualifiers) > 0) ? qualifiers : qualifier;
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ss << qualifier_to_use << " in " << name << ";\n";
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}
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}
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}
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