* Rework vertex attribute binding for vulkan. Allows always providing a buffer view to the pipeline even if the game has the attribute disabled as long as it is consumed by the vertex shader.
- Improvements to framebuffer usage; Avoid creating new resources every frame
- Handle null fragment program properly
- Collect vertex upload statistics
- vk: Pre-initialize 'unused' varying registers in the vertex shader in case it gets matched with a fs that consumes it
-- Fixes a crash about fog_c not being declared
gl/dx12/vk: Handle null fragment program
- cleanup - use yield semantic instead of sleep(0) as yield is more cross-platform
-- sleep(0) is a windows specific scheduler hint
* vk: fix separate front and back lighting
* vk: Inlined arrays can have emulated primitives too!
* vk: Use float input attribs for better compatibility
* vk: Free resources during shutdown
* vk: separate specular color
rsx: separate front color output from back color output
re-enable front-back diffuse lighting
vk: fix front face selection and actually enable face culling
* dx12: Hide constant-key blended visuals (by common use of factor, 1-factor)
* dx12: Fix 2 sided lighting when the shader does not compute both outputs
* vk/dx12: confirm that src register exists before copying for 2-sided lighting
* gl/vk/dx12: Fix vertex shader code generation for buggy games
dx12: revert vsh attribute changes
* vk: dynamically flush command buffers if we exceed available resources
* dx12: do not prepare flip texture if it has not been initialized
Properly set up vulkan API version when creating instance
Fix gcc error about passing function result by reference
Fix alot of warnings in VKGSRender project
More fixes for gcc
Fix texture create function
Rebase on current master; Refactor vertex upload code
Fix build; Minor fixes
Start preparations for merge
Fix generic indexed drawing bugs
Define WIN32_KHR only for windows
Remove linking against vulkan-1.lib