Remove leftovers from hardware tessellation

Nothing reads from textures or storage buffers in vertex shaders since
hardware tessellation was removed. Drop what was left for it: the
vertexTexture flag of VulkanTexture::EndCreate (always false), the
STORAGE_BUFFER_VERTEX binding type, GL's maxVertexTextureUnits, and the
tesselationShaderSupported cap, which nothing read (and which was always
false, since the feature was never enabled).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
This commit is contained in:
Henrik RydgårdandClaude Opus 5.5 committed 2026-10-19 12:02:10 +02:00
1 parent d44f0129b1
commit e666ab49de
10 files changed
+6 -19

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@@ -918,7 +918,7 @@ void TextureCacheVulkan::BuildTexture(TexCacheEntry *const entry) {
VK_PROFILE_END(vulkan, cmdInit, VK_PIPELINE_STAGE_TRANSFER_BIT);
}
entry->vkTex->EndCreate(cmdInit, false, prevStage, layout);
entry->vkTex->EndCreate(cmdInit, prevStage, layout);
VK_PROFILE_END(vulkan, cmdInit, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT);
// Signal that we support depth textures so use it as one.