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Don't generate potentially unsupported vertex formats to ignore W
* When using VS In we want to ignore the W component, but that already happens explicitly for vulkan/GL in the shader. Mirror that same solution to D3D instead of trying to force a 3-component format which may not be supported (e.g. on AMD R16G16B16_*)
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@@ -3230,7 +3230,6 @@ void BufferViewer::UI_CalculateMeshFormats()
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}
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m_VSInPosition.format = prop.format;
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m_VSInPosition.format.compCount = qMin((uint8_t)3, m_VSInPosition.format.compCount);
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}
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elIdx = m_ModelVSIn->secondaryColumn();
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@@ -3285,11 +3284,7 @@ void BufferViewer::UI_CalculateMeshFormats()
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// if geometry/tessellation is enabled, don't unproject VS output data
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if(m_Ctx.CurPipelineState().GetShader(ShaderStage::Tess_Eval) != ResourceId() ||
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m_Ctx.CurPipelineState().GetShader(ShaderStage::Geometry) != ResourceId())
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{
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m_PostVSPosition.unproject = false;
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// ignore any W component that might be there, let it be filled in with 1.0
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m_PostVSPosition.format.compCount = qMin((uint8_t)3, m_VSInPosition.format.compCount);
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}
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elIdx = m_ModelVSOut->secondaryColumn();
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