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vk: Add VK_EXT_provoking_vertex
optimization
#1681
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The dreamcast uses the last vertex as the provoking vertex, while vulkan uses the first vertex. This requires an additional call to `setFirstProvokingVertex` to reorder the vertices for all incoming geometry. With `VK_EXT_provoking_vertex`, the pipeline can designate that the provoking vertex is to be the last vertex, which removes the need to re-order incoming geometry on the CPU.
Allows VMA to make assumptions such as using the `*KHR` or non-`KHR` versions of certain function names.
Despite the physical device possibly being 1.2 or 1.3, we only want up to 1.1. Otherwise we will be responsible for other API functions being resolved and loaded when passing to VMA.
Pretty much anything handling dreamcast-geometry should use this extension when available
Works fine in my limited tests, but I also don't know of any titles that are particularly sensitive to the order of the provoking vertex |
A good test is games using flat shading (most games use Gouraud shading). For example, the first battle in Evolution - The World of Sacred Device. |
master(556e2ea): flycast_5Td61dT0Ax.mp4This PR: flycast_Ev9IsdBl6J.mp4Seems to be interpreting the last vertex properly when using |
Looks good. Thanks! |
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The dreamcast uses the last vertex as the provoking vertex, while vulkan uses the first vertex.
This requires an additional call to
setFirstProvokingVertex
to reorder the vertices for all incoming geometry.With
VK_EXT_provoking_vertex
, the pipeline can designate that the provoking vertex is to be the last vertex, which removes the need to re-order incoming geometry on the CPU.