[Vulkan] Add gamma_render_target_as_srgb support
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@@ -368,12 +368,14 @@ class SpirvShaderTranslator : public ShaderTranslator {
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bool native_2x_msaa_with_attachments,
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bool native_2x_msaa_no_attachments,
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bool edram_fragment_shader_interlock,
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bool gamma_render_target_as_srgb = false,
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uint32_t draw_resolution_scale_x = 1,
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uint32_t draw_resolution_scale_y = 1)
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: features_(features),
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native_2x_msaa_with_attachments_(native_2x_msaa_with_attachments),
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native_2x_msaa_no_attachments_(native_2x_msaa_no_attachments),
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edram_fragment_shader_interlock_(edram_fragment_shader_interlock),
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gamma_render_target_as_srgb_(gamma_render_target_as_srgb),
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draw_resolution_scale_x_(draw_resolution_scale_x),
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draw_resolution_scale_y_(draw_resolution_scale_y) {}
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@@ -754,6 +756,9 @@ class SpirvShaderTranslator : public ShaderTranslator {
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// flow of the main function, and that there are no returns before either
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// (there's a single return from the shader).
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bool edram_fragment_shader_interlock_;
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// Whether with host render targets, k_8_8_8_8_GAMMA render targets are
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// represented as host sRGB (gamma applied by the host after blending).
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bool gamma_render_target_as_srgb_;
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// Is currently writing the empty depth-only pixel shader, such as for depth
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// and stencil testing with fragment shader interlock.
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