SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
In CreateDescriptorSetLayouts(), one less dynamic binding is created when
bSupportsGeometryShaders=false. Reduce the dynamicOffsetCount argument by
one in that case. Avoids this validation error:
Attempting to bind 3 descriptorSets with 2 dynamic descriptors, but
dynamicOffsetCount is 3. It should exactly match the number of dynamic
descriptors. The Vulkan spec states: dynamicOffsetCount must be equal to
the total number of dynamic descriptors in pDescriptorSets
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
[Applied clang-format]
Signed-off-by: Léo Lam <leo@leolam.fr>
Currently, this is only the logic op bit, but this will be extended to
the framebuffer fetch/blend modes. In the future, when/if we move to
VideoCommon pipelines, this state will be part of the pipeline UID
anyway, and we can mask it out in the backend by using a two-level map,
so the shaders/programs are shared.
This was mainly included for debugging, but could end up being confusing
for users, as well as polluting the GL program cache with a mix of uber
and specialized shaders if the option was changed.