Vulkan: Use VK_NV_glsl extension where available, and skip glslang

This commit is contained in:
Stenzek
2017-10-10 23:09:12 +10:00
parent 90ca2e8042
commit 79188d4f55
7 changed files with 103 additions and 38 deletions

View File

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