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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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@ -81,6 +81,7 @@ public:
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{
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return m_device_features.occlusionQueryPrecise == VK_TRUE;
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}
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bool SupportsNVGLSLExtension() const { return m_supports_nv_glsl_extension; }
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// Helpers for getting constants
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VkDeviceSize GetUniformBufferAlignment() const
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{
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@ -125,6 +126,8 @@ private:
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VkPhysicalDeviceFeatures m_device_features = {};
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VkPhysicalDeviceProperties m_device_properties = {};
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VkPhysicalDeviceMemoryProperties m_device_memory_properties = {};
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bool m_supports_nv_glsl_extension = false;
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};
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extern std::unique_ptr<VulkanContext> g_vulkan_context;
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