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ShaderGen: use cbuffers for D3D
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@ -84,6 +84,8 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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// uniforms
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if (api_type == API_OPENGL)
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out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
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else
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out.Write("cbuffer VSBlock {\n");
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DeclareUniform(out, api_type, C_POSNORMALMATRIX, "float4", I_POSNORMALMATRIX"[6]");
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DeclareUniform(out, api_type, C_PROJECTION, "float4", I_PROJECTION"[4]");
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@ -96,8 +98,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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DeclareUniform(out, api_type, C_POSTTRANSFORMMATRICES, "float4", I_POSTTRANSFORMMATRICES"[64]");
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DeclareUniform(out, api_type, C_DEPTHPARAMS, "float4", I_DEPTHPARAMS);
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if (api_type == API_OPENGL)
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out.Write("};\n");
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out.Write("};\n");
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GenerateVSOutputStruct(out, api_type);
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