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VideoBackends / VideoCommon: refactor Vulkan to use new SPIRV functionality
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@ -114,7 +114,7 @@ std::optional<SPIRV::CodeVector> GetSpirv(ShaderStage stage, std::string_view so
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case ShaderStage::Vertex:
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{
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const auto full_source = fmt::format("{}{}", SHADER_HEADER, source);
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return SPIRV::CompileVertexShader(full_source);
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return SPIRV::CompileVertexShader(full_source, APIType::D3D, glslang::EShTargetSpv_1_0);
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}
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case ShaderStage::Geometry:
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@ -126,13 +126,13 @@ std::optional<SPIRV::CodeVector> GetSpirv(ShaderStage stage, std::string_view so
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case ShaderStage::Pixel:
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{
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const auto full_source = fmt::format("{}{}", SHADER_HEADER, source);
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return SPIRV::CompileFragmentShader(full_source);
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return SPIRV::CompileFragmentShader(full_source, APIType::D3D, glslang::EShTargetSpv_1_0);
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}
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case ShaderStage::Compute:
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{
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const auto full_source = fmt::format("{}{}", COMPUTE_SHADER_HEADER, source);
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return SPIRV::CompileComputeShader(full_source);
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return SPIRV::CompileComputeShader(full_source, APIType::D3D, glslang::EShTargetSpv_1_0);
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}
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};
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