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	Fix geometry shader passthrough issue (#6462)
* Fix geometry shader passthrough issue (Diagnosed by gdkchan) * Fix whitespace formatting * Fix whitespace formatting * Bump shader cache version * Don't apply PassthroughNV decorations to output geometry shader variables
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		@@ -22,7 +22,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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        private const ushort FileFormatVersionMajor = 1;
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        private const ushort FileFormatVersionMinor = 2;
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        private const uint FileFormatVersionPacked = ((uint)FileFormatVersionMajor << 16) | FileFormatVersionMinor;
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        private const uint CodeGenVersion = 6455;
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        private const uint CodeGenVersion = 6462;
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        private const string SharedTocFileName = "shared.toc";
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        private const string SharedDataFileName = "shared.data";
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@@ -356,6 +356,16 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Spirv
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                    context.AddGlobalVariable(perVertexInputVariable);
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                    context.Inputs.Add(new IoDefinition(StorageKind.Input, IoVariable.Position), perVertexInputVariable);
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                    if (context.Definitions.Stage == ShaderStage.Geometry &&
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                        context.Definitions.GpPassthrough &&
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                        context.HostCapabilities.SupportsGeometryShaderPassthrough)
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                    {
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                        context.MemberDecorate(perVertexInputStructType, 0, Decoration.PassthroughNV);
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                        context.MemberDecorate(perVertexInputStructType, 1, Decoration.PassthroughNV);
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                        context.MemberDecorate(perVertexInputStructType, 2, Decoration.PassthroughNV);
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                        context.MemberDecorate(perVertexInputStructType, 3, Decoration.PassthroughNV);
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                    }
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                }
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                var perVertexOutputStructType = CreatePerVertexStructType(context);
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