* Add support for large sampler arrays on Vulkan
* Shader cache version bump
* Format whitespace
* Move DescriptorSetManager to PipelineLayoutCacheEntry to allow different pool sizes per layout
* Handle array textures with different types on the same buffer
* Somewhat better caching system
* Avoid useless buffer data modification checks
* Move redundant bindings update checking to the backend
* Fix an issue where texture arrays would get the same bindings across stages on Vulkan
* Backport some fixes from part 2
* Fix typo
* PR feedback
* Format whitespace
* Add some missing XML docs
* Implement vertex and geometry shader conversion to compute
* Call InitializeReservedCounts for compute too
* PR feedback
* Set clip distance mask for geometry and tessellation shaders too
* Transform feedback emulation only for vertex
* Move some properties out of ShaderConfig
* Stop using ShaderConfig on backends
* Replace ShaderConfig usages on Translator and passes
* Move remaining properties out of ShaderConfig and delete ShaderConfig
* Remove ResourceManager property from TranslatorContext
* Move Rewriter passes to separate transform pass files
* Fix TransformPasses.RunPass on cases where a node is removed
* Move remaining ClipDistancePrimitivesWritten and UsedFeatures updates to decode stage
* Reduce excessive parameter passing a bit by using structs more
* Remove binding parameter from ShaderProperties methods since it is redundant
* Replace decoder instruction checks with switch statement
* Put GLSL on the same plan as SPIR-V for input/output declaration
* Stop mutating TranslatorContext state when Translate is called
* Pass most of the graphics state using a struct instead of individual query methods
* Auto-format
* Auto-format
* Add backend logging interface
* Auto-format
* Remove unnecessary use of interpolated strings
* Remove more modifications of AttributeUsage after decode
* PR feedback
* gl_Layer is not supported on compute