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DriverDetails: Remove Intel Structs bug since it doesn't affect us anymore.
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@ -59,7 +59,6 @@ namespace DriverDetails
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{OS_WINDOWS,VENDOR_NVIDIA, DRIVER_NVIDIA, -1, BUG_BROKENUNSYNCMAPPING, -1.0, -1.0, true},
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{OS_LINUX, VENDOR_NVIDIA, DRIVER_NVIDIA, -1, BUG_BROKENUNSYNCMAPPING, -1.0, -1.0, true},
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{OS_WINDOWS,VENDOR_INTEL, DRIVER_INTEL, -1, BUG_INTELBROKENBUFFERSTORAGE, 101810.3907, 101810.3960, true},
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{OS_WINDOWS,VENDOR_INTEL, DRIVER_INTEL, -1, BUG_INTELBROKENSTRUCTS, -1.0, -1.0, true},
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};
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static std::map<Bug, BugInfo> m_bugs;
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@ -200,14 +200,6 @@ namespace DriverDetails
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// Broken on Windows Intel
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// if (cond == false)
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BUG_BROKENNEGATEDBOOLEAN,
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// Bug: Intel's Windows driver can't pass structs between shader stages.
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// Affected devices: Intel (Windows)
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// Started Version: -1
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// Ended Version: -1
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// We need structs to make assignment easier in the geometry shader stage. However Intel's
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// Windows drivers don't seem to be able handle passing them between shader stages.
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// TODO: Find affected versions.
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BUG_INTELBROKENSTRUCTS,
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};
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@ -388,8 +388,8 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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{
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if (!g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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{
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// TODO: Pass structs between shader stages even if geometry shaders
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// are not supported, however that will break GL 3.0 and 3.1 support.
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// TODO: Pass interface blocks between shader stages even if geometry shaders
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// are not supported, however that will require at least OpenGL 3.2 support.
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for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
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out.Write("uv%d.xyz = o.tex%d;\n", i, i);
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out.Write("clipPos = o.clipPos;\n");
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