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handle rasterization kill for mesh shaders
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2 changed files with 18 additions and 14 deletions
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@ -3871,7 +3871,7 @@ void LatteDecompiler_emitMSLShader(LatteDecompilerShaderContext* shaderContext,
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// Rasterization
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rasterizationEnabled = true;
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if (shader->shaderType == LatteConst::ShaderType::Vertex)
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if (shader->shaderType == LatteConst::ShaderType::Vertex && !(shaderContext->options->usesGeometryShader || isRectVertexShader))
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{
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rasterizationEnabled = !shaderContext->contextRegistersNew->PA_CL_CLIP_CNTL.get_DX_RASTERIZATION_KILL();
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