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d3d12/gl: Supports SSA in Fragment Shader.
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@ -169,6 +169,8 @@ void D3D12FragmentDecompiler::insertMainStart(std::stringstream & OS)
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continue;
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}
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}
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if (PI.name == "ssa")
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continue;
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OS << " " << PT.type << " " << PI.name << " = In." << PI.name << ";" << std::endl;
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}
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}
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@ -176,6 +178,7 @@ void D3D12FragmentDecompiler::insertMainStart(std::stringstream & OS)
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OS << " " << "float4 gl_FragCoord = In.Position;" << std::endl;
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if (m_prog.origin_mode == rsx::window_origin::bottom)
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OS << " gl_FragCoord.y = (" << std::to_string(m_prog.height) << " - gl_FragCoord.y);\n";
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OS << " float4 ssa = is_front_face ? float4(1., 1., 1., 1.) : float4(-1., -1., -1., -1.);\n";
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// Declare output
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for (const ParamType &PT : m_parr.params[PF_PARAM_NONE])
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{
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@ -116,6 +116,8 @@ void GLFragmentDecompilerThread::insertMainStart(std::stringstream & OS)
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OS << ";" << std::endl;
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}
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}
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OS << " vec4 ssa = gl_FrontFacing ? vec4(1.) : vec4(-1.);\n";
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}
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void GLFragmentDecompilerThread::insertMainEnd(std::stringstream & OS)
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