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vkd3d: Include descriptor indexing in the shader extensions if the device supports it.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1457,6 +1457,10 @@ static HRESULT vkd3d_init_device_caps(struct d3d12_device *device,
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vulkan_info->shader_extensions[0] = VKD3D_SHADER_SPIRV_EXTENSION_EXT_DEMOTE_TO_HELPER_INVOCATION;
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}
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if (vulkan_info->EXT_descriptor_indexing)
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vulkan_info->shader_extensions[vulkan_info->shader_extension_count++]
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= VKD3D_SHADER_SPIRV_EXTENSION_EXT_DESCRIPTOR_INDEXING;
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/* Disable unused Vulkan features. */
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features->shaderTessellationAndGeometryPointSize = VK_FALSE;
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@ -51,7 +51,7 @@
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#define VKD3D_MAX_COMPATIBLE_FORMAT_COUNT 6u
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#define VKD3D_MAX_QUEUE_FAMILY_COUNT 3u
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#define VKD3D_MAX_SHADER_EXTENSIONS 1u
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#define VKD3D_MAX_SHADER_EXTENSIONS 2u
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#define VKD3D_MAX_SHADER_STAGES 5u
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#define VKD3D_MAX_VK_SYNC_OBJECTS 4u
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#define VKD3D_MAX_DESCRIPTOR_SETS 2u
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