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[vulkan] Implementation for VK_EXT_shader_quad_control (#4168)
An experimental approach to introduce an smarter way to use and access QUAD's capabilities on shaders, suggested by @gidoly some months ago, finally came into something usable; current implementation checks GLASM, GLSL and Vulkan on their own way, stablishes proper emitters and receivers for Quads inside our recompiler, which are the introductions for future changes; checks for support and actual feature bit, OpCodes and mask were added within this PR. Meanwhile the expected behavior was to reduce graphical issues (on games with Quad shaders reliant), we encountered a very slight performance increase depending on what game and shader are actually compiled. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4168 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: Samuel <lizzie@eden-emu.dev>
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@@ -37,6 +37,8 @@ struct Profile {
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bool support_explicit_workgroup_layout{};
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bool support_workgroup_layout_8bit_access{};
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bool support_workgroup_layout_16bit_access{};
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bool support_shader_quad_control{};
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bool support_quad_shuffles{};
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bool support_vote{};
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u32 supported_subgroup_stages{0x7F};
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bool support_viewport_index_layer_non_geometry{};
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