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Remove geometry shader tab from DevScreens.cpp
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@@ -27,18 +27,17 @@ namespace Draw {
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enum DebugShaderType {
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SHADER_TYPE_VERTEX = 0,
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SHADER_TYPE_FRAGMENT = 1,
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SHADER_TYPE_GEOMETRY = 2,
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SHADER_TYPE_VERTEXLOADER = 3, // Not really a shader, but might as well re-use this mechanism
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SHADER_TYPE_PIPELINE = 4, // Vulkan and DX12 combines a bunch of state into pipeline objects. Might as well make them inspectable.
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SHADER_TYPE_TEXTURE = 5,
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SHADER_TYPE_SAMPLER = 6, // Not really a shader either. Need to rename this enum...
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SHADER_TYPE_FRAGMENT,
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SHADER_TYPE_VERTEXLOADER, // Not really a shader, but might as well re-use this mechanism
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SHADER_TYPE_PIPELINE, // Vulkan and DX12 combines a bunch of state into pipeline objects. Might as well make them inspectable.
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SHADER_TYPE_TEXTURE,
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SHADER_TYPE_SAMPLER, // Not really a shader either. Need to rename this enum...
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};
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enum DebugShaderStringType {
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SHADER_STRING_SHORT_DESC = 0,
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SHADER_STRING_SOURCE_CODE = 1,
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SHADER_STRING_STATS = 2,
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SHADER_STRING_SOURCE_CODE,
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SHADER_STRING_STATS,
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};
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// Shared between the backends. Not all are necessarily used by each backend, but this lets us share
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@@ -359,10 +359,6 @@ std::string ShaderManagerVulkan::DebugGetShaderString(std::string id, DebugShade
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return "";
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}
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}
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case SHADER_TYPE_GEOMETRY:
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{
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return "";
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}
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default:
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return "N/A";
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}
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@@ -477,7 +477,6 @@ int ShaderListScreen::ListShaders(DebugShaderType shaderType, UI::LinearLayout *
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struct { DebugShaderType type; const char *name; } shaderTypes[] = {
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{ SHADER_TYPE_VERTEX, "Vertex" },
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{ SHADER_TYPE_FRAGMENT, "Fragment" },
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{ SHADER_TYPE_GEOMETRY, "Geometry" },
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{ SHADER_TYPE_VERTEXLOADER, "VertexLoader" },
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{ SHADER_TYPE_PIPELINE, "Pipeline" },
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{ SHADER_TYPE_TEXTURE, "Texture" },
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