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vk_shader_decompiler: Implement indexed textures
Implement accessing textures through an index. It uses the same interface as OpenGL, the main difference is that Vulkan bindings are forced to be arrayed (the binding index doesn't change for stacked textures in SPIR-V).
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- src/video_core/renderer_vulkan/vk_compute_pipeline.cpp 1 addition, 1 deletionsrc/video_core/renderer_vulkan/vk_compute_pipeline.cpp
- src/video_core/renderer_vulkan/vk_graphics_pipeline.cpp 1 addition, 2 deletionssrc/video_core/renderer_vulkan/vk_graphics_pipeline.cpp
- src/video_core/renderer_vulkan/vk_pipeline_cache.cpp 64 additions, 35 deletionssrc/video_core/renderer_vulkan/vk_pipeline_cache.cpp
- src/video_core/renderer_vulkan/vk_pipeline_cache.h 1 addition, 1 deletionsrc/video_core/renderer_vulkan/vk_pipeline_cache.h
- src/video_core/renderer_vulkan/vk_rasterizer.cpp 14 additions, 7 deletionssrc/video_core/renderer_vulkan/vk_rasterizer.cpp
- src/video_core/renderer_vulkan/vk_shader_decompiler.cpp 18 additions, 8 deletionssrc/video_core/renderer_vulkan/vk_shader_decompiler.cpp
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