adding fragment derivatives, base pipeline cache, missing KHR function to avoid CTS crash + lots of minor bugfixes
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@@ -304,8 +304,7 @@ fn clipTransformAndRasterizePoint(
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if (!common.scissorContainsPixel(draw_call.scissor, px, py))
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continue;
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var outputs: [spv.SPIRV_MAX_OUTPUT_LOCATIONS][@sizeOf(zm.F32x4)]u8 = undefined;
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@memset(std.mem.asBytes(&outputs), 0);
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var outputs = std.mem.zeroes([spv.SPIRV_MAX_OUTPUT_LOCATIONS][@sizeOf(zm.F32x4)]u8);
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if (has_fragment_shader) {
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outputs = fragment.shaderInvocation(
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allocator,
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@@ -313,6 +312,7 @@ fn clipTransformAndRasterizePoint(
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0,
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zm.f32x4(@floatFromInt(px), @floatFromInt(py), transformed.position[2], 1.0),
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try common.interpolateVertexOutputs(allocator, &transformed, &transformed, &transformed, 1.0, 0.0, 0.0),
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null,
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) catch |err| {
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std.log.scoped(.@"Fragment stage").err("catched a '{s}'", .{@errorName(err)});
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if (comptime base.config.logs == .verbose) {
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