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https://github.com/baldurk/renderdoc.git
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Serialise device create info exactly as-is, without patching
* Previously we serialised after enabling a few features at capture-time.
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@@ -34,6 +34,7 @@ enum class FeatureCheck
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FragmentStores = 0x2,
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NonMetalBackend = 0x4,
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FormatlessWrite = 0x8,
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SampleShading = 0x10,
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};
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BITMASK_OPERATORS(FeatureCheck);
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@@ -84,7 +85,7 @@ static const BuiltinShaderConfig builtinShaders[] = {
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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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rdcspv::ShaderStage::Fragment, FeatureCheck::NonMetalBackend, true},
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rdcspv::ShaderStage::Fragment, FeatureCheck::SampleShading | FeatureCheck::NonMetalBackend, true},
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{BuiltinShader::TexRemapFloat, EmbeddedResource(glsl_texremap_frag),
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rdcspv::ShaderStage::Fragment, FeatureCheck::NoCheck, true},
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{BuiltinShader::TexRemapUInt, EmbeddedResource(glsl_texremap_frag),
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@@ -183,6 +184,14 @@ VulkanShaderCache::VulkanShaderCache(WrappedVulkan *driver)
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}
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}
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if(config.checks & FeatureCheck::SampleShading)
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{
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if(!features.sampleRateShading)
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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::FragmentStores)
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{
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if(!features.fragmentStoresAndAtomics)
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