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vk_present_manager: recreate surface on any surface loss
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Implements D32_Float to A8B8G8R8_UNORM format copy
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Enable depth test on depthstencil clear path
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Allow GPUs without rebar to open multiple RenderDoc captures
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Implement X8_D24 pixel format
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Disable push descriptor for Pascal and older nVidia architectures
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older
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smoke light gray/white
tiresmoke should be a darker gray.
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Corrects some visual issues in games such as Disney SpeedStorm
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renderer_vulkan: fix query cache for homebrew
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Vulkan: Implement Depth Bias Control
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Y.F.C: Rework the Query Cache.
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vk_texture_cache: Limit srgb block to transcoding only
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vulkan_device: Return true if either depth/stencil format supports blit
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renderer_vulkan: Correct component order for A4B4G4R4_UNORM
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Fix a logged assert in the format lookup table for Z16
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android: Add option to bundle validation layer
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* VVL has implemented the more modern alternative, thus we don't need to support it anymore
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Fix regressions that damaged compute indirect & use reinterpret for copies with different byteblocksizes
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Maxwell3D: Improve Index buffer size estimation.
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If final frame was transferred from GPU, it won't carry the props.
Fixes #11089
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