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Vulkan: Use VK_NV_glsl extension where available, and skip glslang
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@ -407,7 +407,7 @@ bool TextureConverter::SupportsTextureDecoding(TextureFormat format, TLUTFormat
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std::string shader_source =
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TextureConversionShader::GenerateDecodingShader(format, palette_format, APIType::Vulkan);
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pipeline.compute_shader = Util::CompileAndCreateComputeShader(shader_source, true);
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pipeline.compute_shader = Util::CompileAndCreateComputeShader(shader_source);
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if (pipeline.compute_shader == VK_NULL_HANDLE)
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{
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m_decoding_pipelines.emplace(key, pipeline);
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