radv/aco: Borderlands 3 has broken damage rendering in vkd3d-proton
Borderlands 3 has some very curious issues rendering damage. Damage counters are supposed to say "K" here, not "7".
The fragment shader rendering damage actually does pretty wild math per-pixel to compute how to render a flat in float
damage number.
There are two ways to reproduce this:
- vkd3d-proton as-is
- DXVK renderdoc capture when round-tripping the shader through SPIRV-Cross
https://drive.google.com/file/d/12XLVDrYBb8ER9W0aDjsjTjyZOCSMgRbR/view?usp=sharing
Captured on 089ae08a, RX 6800. Renderdoc top-of-tree.
When opening the capture, the replaced shader is there, but needs to be activated by going to the tab and pressing "Apply Changes". There's an ifdef to select between the DXVK-generated code and vkd3d-proton generated one (with a ported binding model).