Implement support for fragment density maps.
Co-Authored-By: Bastiaan Olij <mux213@gmail.com>
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@ -391,6 +391,7 @@ public:
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// Try to set this bit as much as possible. If you set it, validation doesn't complain
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// and it works fine on mobile, then go ahead.
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TEXTURE_USAGE_TRANSIENT_BIT = (1 << 11),
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TEXTURE_USAGE_MAX_BIT = TEXTURE_USAGE_TRANSIENT_BIT,
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};
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struct TextureFormat {
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@ -883,11 +884,7 @@ public:
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LIMIT_SUBGROUP_MAX_SIZE,
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LIMIT_SUBGROUP_IN_SHADERS, // Set flags using SHADER_STAGE_VERTEX_BIT, SHADER_STAGE_FRAGMENT_BIT, etc.
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LIMIT_SUBGROUP_OPERATIONS,
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LIMIT_VRS_TEXEL_WIDTH,
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LIMIT_VRS_TEXEL_HEIGHT,
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LIMIT_VRS_MAX_FRAGMENT_WIDTH,
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LIMIT_VRS_MAX_FRAGMENT_HEIGHT,
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LIMIT_METALFX_TEMPORAL_SCALER_MIN_SCALE,
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LIMIT_METALFX_TEMPORAL_SCALER_MIN_SCALE = 46,
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LIMIT_METALFX_TEMPORAL_SCALER_MAX_SCALE,
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LIMIT_MAX_SHADER_VARYINGS,
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};
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