GPU/Vulkan: Possible workaround for Adreno GS shader compiler bug
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@ -273,7 +273,7 @@ bool GPU_HW_D3D11::CreateBatchInputLayout()
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GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color, m_scaled_dithering,
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m_texture_filtering, m_supports_dual_source_blend);
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ComPtr<ID3DBlob> vs_bytecode =
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m_shader_cache.GetShaderBlob(D3D11::ShaderCompiler::Type::Vertex, shadergen.GenerateBatchVertexShader(true));
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m_shader_cache.GetShaderBlob(D3D11::ShaderCompiler::Type::Vertex, shadergen.GenerateBatchVertexShader(true, false));
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if (!vs_bytecode)
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return false;
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@ -379,7 +379,7 @@ bool GPU_HW_D3D11::CompileShaders()
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for (u8 textured = 0; textured < 2; textured++)
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{
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const std::string vs = shadergen.GenerateBatchVertexShader(ConvertToBoolUnchecked(textured));
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const std::string vs = shadergen.GenerateBatchVertexShader(ConvertToBoolUnchecked(textured), false);
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m_batch_vertex_shaders[textured] = m_shader_cache.GetVertexShader(m_device.Get(), vs);
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if (!m_batch_vertex_shaders[textured])
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return false;
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