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Implement dual-source blending in shader
For some GLES drivers that don't support dual-source blending, but do support GL_EXT_shader_framebuffer_fetch, this might be useful.
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@@ -247,6 +247,7 @@ void VulkanContext::PopulateBackendInfo(VideoConfig* config)
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config->backend_info.bSupportsReversedDepthRange = false; // No support yet due to driver bugs.
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config->backend_info.bSupportsCopyToVram = true; // Assumed support.
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config->backend_info.bForceCopyToRam = false;
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config->backend_info.bSupportsFramebufferFetch = false;
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}
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void VulkanContext::PopulateBackendInfoAdapters(VideoConfig* config, const GPUList& gpu_list)
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