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