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vk/gl/dx12: Dynamic cb flush for vulkan; fix glsl/hlsl vertex shader generation for some games; dx12: ignore fbo textures during flip if no surface target is set (#1766)
* gl/vk/dx12: Fix vertex shader code generation for buggy games dx12: revert vsh attribute changes * vk: dynamically flush command buffers if we exceed available resources * dx12: do not prepare flip texture if it has not been initialized
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6 changed files with 45 additions and 21 deletions
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@ -173,7 +173,7 @@ void add_input(std::stringstream & OS, const ParamItem &PI, const std::vector<rs
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return;
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}
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OS << " vec4 " << PI.name << " = vec4(0., 0., 0., 1.);" << std::endl;
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OS << " vec4 " << PI.name << "= texelFetch(" << PI.name << "_buffer, gl_VertexID).rgba;" << std::endl;
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}
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void GLVertexDecompilerThread::insertMainStart(std::stringstream & OS)
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