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Vulkan: Use VK_NV_glsl extension where available, and skip glslang
Seems to produce faster ubershaders, at least.
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@ -61,20 +61,16 @@ void ExecuteCurrentCommandsAndRestoreState(bool execute_off_thread,
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VkShaderModule CreateShaderModule(const u32* spv, size_t spv_word_count);
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// Compile a vertex shader and create a shader module, discarding the intermediate SPIR-V.
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VkShaderModule CompileAndCreateVertexShader(const std::string& source_code,
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bool prepend_header = true);
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VkShaderModule CompileAndCreateVertexShader(const std::string& source_code);
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// Compile a geometry shader and create a shader module, discarding the intermediate SPIR-V.
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VkShaderModule CompileAndCreateGeometryShader(const std::string& source_code,
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bool prepend_header = true);
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VkShaderModule CompileAndCreateGeometryShader(const std::string& source_code);
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// Compile a fragment shader and create a shader module, discarding the intermediate SPIR-V.
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VkShaderModule CompileAndCreateFragmentShader(const std::string& source_code,
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bool prepend_header = true);
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VkShaderModule CompileAndCreateFragmentShader(const std::string& source_code);
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// Compile a compute shader and create a shader module, discarding the intermediate SPIR-V.
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VkShaderModule CompileAndCreateComputeShader(const std::string& source_code,
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bool prepend_header = true);
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VkShaderModule CompileAndCreateComputeShader(const std::string& source_code);
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}
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// Utility shader vertex format
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