vkd3d: Add shader quirks for Psychonauts 2
Works around a game bug. It uses texture() inside divergent control flow. Signed-off-by: Joshua Ashton <joshua@froggi.es>
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@ -428,6 +428,14 @@ struct vkd3d_shader_quirk_meta
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const struct vkd3d_shader_quirk_info *info;
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};
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static const struct vkd3d_shader_quirk_hash psychonauts2_hashes[] = {
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{ 0x08a323ee81c1e393ull, VKD3D_SHADER_QUIRK_FORCE_EXPLICIT_LOD_IN_CONTROL_FLOW },
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};
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static const struct vkd3d_shader_quirk_info psychonauts2_quirks = {
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psychonauts2_hashes, ARRAY_SIZE(psychonauts2_hashes), 0,
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};
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static const struct vkd3d_shader_quirk_hash necromunda_hashes[] = {
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{ 0x75dcbd76ee898815ull, VKD3D_SHADER_QUIRK_FORCE_EXPLICIT_LOD_IN_CONTROL_FLOW },
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};
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@ -441,6 +449,8 @@ static const struct vkd3d_shader_quirk_info f1_2020_quirks = {
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};
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static const struct vkd3d_shader_quirk_meta application_shader_quirks[] = {
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/* Psychonauts 2 (607080) */
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{ "Psychonauts2-Win64-Shipping.exe", &psychonauts2_quirks },
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/* Necromunda: Hired Gun (1222370) */
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{ "Necromunda-Win64-Shipping.exe", &necromunda_quirks },
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/* F1 2020 (1080110) */
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