[D3D12] Switch from gflags to cvars
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@@ -347,7 +347,7 @@ VkPipeline PipelineCache::GetPipeline(const RenderState* render_state,
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}
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// Dump shader disassembly.
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if (FLAGS_vulkan_dump_disasm) {
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if (cvars::vulkan_dump_disasm) {
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if (device_->HasEnabledExtension(VK_AMD_SHADER_INFO_EXTENSION_NAME)) {
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DumpShaderDisasmAMD(pipeline);
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} else if (device_->device_info().properties.vendorID == 0x10DE) {
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@@ -387,8 +387,8 @@ bool PipelineCache::TranslateShader(VulkanShader* shader,
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}
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// Dump shader files if desired.
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if (!FLAGS_dump_shaders.empty()) {
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shader->Dump(FLAGS_dump_shaders, "vk");
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if (!cvars::dump_shaders.empty()) {
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shader->Dump(cvars::dump_shaders, "vk");
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}
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return shader->is_valid();
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@@ -1396,7 +1396,7 @@ PipelineCache::UpdateStatus PipelineCache::UpdateMultisampleState() {
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// PA_SU_SC_MODE_CNTL MSAA_ENABLE (0x10000)
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// If set, all samples will be sampled at set locations. Otherwise, they're
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// all sampled from the pixel center.
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if (FLAGS_vulkan_native_msaa) {
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if (cvars::vulkan_native_msaa) {
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auto msaa_num_samples =
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static_cast<MsaaSamples>((regs.rb_surface_info >> 16) & 0x3);
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switch (msaa_num_samples) {
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