From 7dafa96ab59892b7f1fbffdb61e4326e6443955f Mon Sep 17 00:00:00 2001
From: ReinUsesLisp <reinuseslisp@airmail.cc>
Date: Thu, 24 Jun 2021 02:41:09 -0300
Subject: shader: Rework varyings and implement passthrough geometry shaders

Put all varyings into a single std::bitset with helpers to access it.

Implement passthrough geometry shaders using host's.
---
 src/shader_recompiler/backend/glsl/emit_glsl_special.cpp | 4 ++--
 1 file changed, 2 insertions(+), 2 deletions(-)

(limited to 'src/shader_recompiler/backend/glsl/emit_glsl_special.cpp')

diff --git a/src/shader_recompiler/backend/glsl/emit_glsl_special.cpp b/src/shader_recompiler/backend/glsl/emit_glsl_special.cpp
index 6420aaa219..298881c7bb 100644
--- a/src/shader_recompiler/backend/glsl/emit_glsl_special.cpp
+++ b/src/shader_recompiler/backend/glsl/emit_glsl_special.cpp
@@ -20,8 +20,8 @@ void InitializeOutputVaryings(EmitContext& ctx) {
     if (ctx.stage == Stage::VertexB || ctx.stage == Stage::Geometry) {
         ctx.Add("gl_Position=vec4(0,0,0,1);");
     }
-    for (size_t index = 0; index < ctx.info.stores_generics.size(); ++index) {
-        if (!ctx.info.stores_generics[index]) {
+    for (size_t index = 0; index < IR::NUM_GENERICS; ++index) {
+        if (!ctx.info.stores.Generic(index)) {
             continue;
         }
         const auto& info_array{ctx.output_generics.at(index)};
-- 
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