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Christoph Bumiller authored
It doesn't seem to be possible to set the egdeflag in the vertex shader, so we need to fallback to pushing vertices through the FIFO and use method 0x15e4 if they are used. This only works if VP does MOV OUT[X] IN[Y] where X is the edgeflag output, and Y is saved so we can tell the correct input later. The VP still writes the useless values to wasted outputs as punishment.
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