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Józef Kucia authored
In Direct3D, a stream-output geometry shader can be created from a vertex shader bytecode. We generate a pass-through geometry shader in this case. Pass-through geometry shaders are helpful because they can easily split outputs when rasterization is disabed. We could also add another codepath in order to avoid geometry shaders when possible. Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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