Workaround AMD driver crash by moving USE_RAYTRACE_PRECISE to a define instead of a specialization constant
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c8509d000c
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7 changed files with 15 additions and 27 deletions
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@ -335,7 +335,7 @@ void VkRenderState::ApplyRenderPass(int dt)
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pipelineKey.ShaderKey.UseShadowmap = gl_light_shadows == 1;
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pipelineKey.ShaderKey.UseRaytrace = gl_light_shadows >= 2;
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pipelineKey.ShaderKey.UseRaytracePrecise = gl_light_shadows >= 3;
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pipelineKey.ShaderKey.Layout.UseRaytracePrecise = gl_light_shadows >= 3;
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pipelineKey.ShaderKey.ShadowmapFilter = std::clamp(int(gl_light_shadow_filter), 0, 15);
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pipelineKey.ShaderKey.Layout.GBufferPass = mRenderTarget.DrawBuffers > 1;
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@ -1129,7 +1129,7 @@ void VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPip
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pipelineKey.ShaderKey.NoFragmentShader = noFragmentShader;
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pipelineKey.ShaderKey.UseShadowmap = gl_light_shadows == 1;
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pipelineKey.ShaderKey.UseRaytrace = gl_light_shadows >= 2;
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pipelineKey.ShaderKey.UseRaytracePrecise = gl_light_shadows >= 3;
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pipelineKey.ShaderKey.Layout.UseRaytracePrecise = gl_light_shadows >= 3;
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pipelineKey.ShaderKey.ShadowmapFilter = std::clamp(int(gl_light_shadow_filter), 0, 15);
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pipelineKey.ShaderKey.Layout.GBufferPass = mRenderTarget.DrawBuffers > 1;
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