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Implement VK_EXT_transform_feedback, and use it for mesh output
* For pipelines using tessellation or containing a geometry shader we use transform feedback to fetch the output of the vertex pipeline after these stages.
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@@ -2449,7 +2449,7 @@ void BufferViewer::configureMeshColumns()
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uint numComps = sig.format.compCount;
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uint elemSize = sig.format.compType == CompType::Double ? 8U : 4U;
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if(m_Ctx.CurPipelineState().HasAlignedPostVSData())
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if(m_Ctx.CurPipelineState().HasAlignedPostVSData(MeshDataStage::VSOut))
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{
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if(numComps == 2)
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offset = AlignUp(offset, 2U * elemSize);
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@@ -2516,7 +2516,7 @@ void BufferViewer::configureMeshColumns()
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uint numComps = sig.format.compCount;
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uint elemSize = sig.format.compType == CompType::Double ? 8U : 4U;
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if(m_Ctx.CurPipelineState().HasAlignedPostVSData())
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if(m_Ctx.CurPipelineState().HasAlignedPostVSData(MeshDataStage::GSOut))
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{
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if(numComps == 2)
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offset = AlignUp(offset, 2U * elemSize);
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