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Fixed issue with MSAA textures on Oculus Quest.
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@@ -33,6 +33,7 @@ enum class FeatureCheck
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ShaderMSAAStorage = 0x1,
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FragmentStores = 0x2,
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NonMetalBackend = 0x4,
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FormatlessWrite = 0x8,
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};
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BITMASK_OPERATORS(FeatureCheck);
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@@ -76,9 +77,10 @@ static const BuiltinShaderConfig builtinShaders[] = {
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{BuiltinShader::TrisizeFS, EmbeddedResource(glsl_trisize_frag), rdcspv::ShaderStage::Fragment,
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FeatureCheck::NoCheck, true},
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{BuiltinShader::MS2ArrayCS, EmbeddedResource(glsl_ms2array_comp), rdcspv::ShaderStage::Compute,
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FeatureCheck::ShaderMSAAStorage | FeatureCheck::NonMetalBackend, true},
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FeatureCheck::FormatlessWrite | FeatureCheck::NonMetalBackend, true},
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{BuiltinShader::Array2MSCS, EmbeddedResource(glsl_array2ms_comp), rdcspv::ShaderStage::Compute,
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FeatureCheck::ShaderMSAAStorage | FeatureCheck::NonMetalBackend, true},
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FeatureCheck::ShaderMSAAStorage | FeatureCheck::FormatlessWrite | FeatureCheck::NonMetalBackend,
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true},
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{BuiltinShader::DepthMS2ArrayFS, EmbeddedResource(glsl_depthms2arr_frag),
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rdcspv::ShaderStage::Fragment, FeatureCheck::NonMetalBackend, true},
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{BuiltinShader::DepthArray2MSFS, EmbeddedResource(glsl_deptharr2ms_frag),
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@@ -146,7 +148,15 @@ VulkanShaderCache::VulkanShaderCache(WrappedVulkan *driver)
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if(config.checks & FeatureCheck::ShaderMSAAStorage)
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{
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if(driverVersion.TexelFetchBrokenDriver() || driverVersion.AMDStorageMSAABrokenDriver() ||
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!features.shaderStorageImageMultisample || !features.shaderStorageImageWriteWithoutFormat)
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!features.shaderStorageImageMultisample)
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{
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continue;
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}
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}
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if(config.checks & FeatureCheck::FormatlessWrite)
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{
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if(!features.shaderStorageImageWriteWithoutFormat)
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{
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continue;
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}
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