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https://github.com/dolphin-emu/dolphin.git
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Move most backend functionality to VideoCommon
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@ -53,12 +53,13 @@ static const char SHADER_HEADER[] = R"(
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#define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y) layout(location = x, index = y)
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#define UBO_BINDING(packing, x) layout(packing, set = 0, binding = (x - 1))
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#define SAMPLER_BINDING(x) layout(set = 1, binding = x)
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#define TEXEL_BUFFER_BINDING(x) layout(set = 1, binding = (x + 8))
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#define SSBO_BINDING(x) layout(set = 2, binding = x)
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#define TEXEL_BUFFER_BINDING(x) layout(set = 2, binding = x)
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#define VARYING_LOCATION(x) layout(location = x)
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#define FORCE_EARLY_Z layout(early_fragment_tests) in
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// hlsl to glsl function translation
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#define API_VULKAN 1
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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@ -79,12 +80,13 @@ static const char COMPUTE_SHADER_HEADER[] = R"(
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// Target GLSL 4.5.
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#version 450 core
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// All resources are packed into one descriptor set for compute.
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#define UBO_BINDING(packing, x) layout(packing, set = 0, binding = (0 + x))
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#define UBO_BINDING(packing, x) layout(packing, set = 0, binding = (x - 1))
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#define SAMPLER_BINDING(x) layout(set = 0, binding = (1 + x))
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#define TEXEL_BUFFER_BINDING(x) layout(set = 0, binding = (5 + x))
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#define IMAGE_BINDING(format, x) layout(format, set = 0, binding = (7 + x))
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#define TEXEL_BUFFER_BINDING(x) layout(set = 0, binding = (3 + x))
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#define IMAGE_BINDING(format, x) layout(format, set = 0, binding = (5 + x))
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// hlsl to glsl function translation
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#define API_VULKAN 1
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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