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Creating geometry shaders works better if you pass the right SPIR-V...
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@@ -140,7 +140,7 @@ RESOURCE_genericvs_spv TYPE_EMBED "spv/genericvs.spv"
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RESOURCE_genericfs_spv TYPE_EMBED "spv/genericfs.spv"
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RESOURCE_fixedcolfs_spv TYPE_EMBED "spv/fixedcolfs.spv"
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RESOURCE_meshvs_spv TYPE_EMBED "spv/meshvs.spv"
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RESOURCE_meshgs_spv TYPE_EMBED "spv/meshfs.spv"
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RESOURCE_meshgs_spv TYPE_EMBED "spv/meshgs.spv"
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RESOURCE_meshfs_spv TYPE_EMBED "spv/meshfs.spv"
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#ifndef APSTUDIO_INVOKED
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@@ -2274,14 +2274,9 @@ MeshDisplayPipelines VulkanDebugManager::CacheMeshDisplayPipelines(const MeshFor
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RDCASSERT(vkr == VK_SUCCESS);
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}
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// seems to not be working at the moment, just make a solid-shaded pipeline
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vertAttrs[1].binding = 0;
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vi.bindingCount = 1;
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#if 1
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vkr = vt->CreateGraphicsPipelines(Unwrap(m_Device), VK_NULL_HANDLE, 1, &pipeInfo, &cache.pipes[MeshDisplayPipelines::ePipe_Lit]);
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RDCASSERT(vkr == VK_SUCCESS);
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#else
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// flat lit pipeline, needs geometry shader to calculate face normals
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stages[0].shader = Unwrap(m_MeshShaders[0]);
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stages[0].stage = VK_SHADER_STAGE_VERTEX;
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@@ -2289,10 +2284,10 @@ MeshDisplayPipelines VulkanDebugManager::CacheMeshDisplayPipelines(const MeshFor
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stages[1].stage = VK_SHADER_STAGE_GEOMETRY;
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stages[2].shader = Unwrap(m_MeshShaders[2]);
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stages[2].stage = VK_SHADER_STAGE_FRAGMENT;
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pipeInfo.stageCount = 3;
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vkr = vt->CreateGraphicsPipelines(Unwrap(m_Device), VK_NULL_HANDLE, 1, &pipeInfo, &cache.pipes[MeshDisplayPipelines::ePipe_Lit]);
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RDCASSERT(vkr == VK_SUCCESS);
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#endif
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for(uint32_t i=0; i < MeshDisplayPipelines::ePipe_Count; i++)
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if(cache.pipes[i] != VK_NULL_HANDLE)
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