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Vulkan: Work around indexed fragment output bug on AMD drivers
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3 changed files with 20 additions and 2 deletions
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@ -222,6 +222,14 @@ enum Bug
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// the geometry shader. Current workaround is to make sure the geometry shader always consumes
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// the gl_ClipDistance inputs from the vertex shader.
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BUG_BROKENCLIPDISTANCE,
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// Bug: Dual-source outputs from fragment shaders are broken on AMD Vulkan drivers
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// Started Version: -1
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// Ended Version: -1
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// Fragment shaders that specify dual-source outputs, via layout(location = 0, index = ...) cause
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// the driver to fail to create graphics pipelines. The workaround for this is to specify the
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// index as a MRT location instead, or omit the binding completely.
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BUG_BROKEN_FRAGMENT_SHADER_INDEX_DECORATION,
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};
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// Initializes our internal vendor, device family, and driver version
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