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shader: apply the LOD clamp of image_sample _cl variants
Co-authored-by: Senaxx <michelbeld@gmail.com>
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@@ -337,6 +337,7 @@ static void VulkanFindPhysicalDevice(vk::Instance instance, vk::SurfaceKHR surfa
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check_feature(device_features2.features.shaderImageGatherExtended,
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"shaderImageGatherExtended");
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check_feature(device_features2.features.shaderResourceMinLod, "shaderResourceMinLod");
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check_feature(device_features2.features.independentBlend, "independentBlend");
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check_feature(device_features2.features.tessellationShader, "tessellationShader");
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@@ -636,6 +637,7 @@ static vk::Device VulkanCreateDevice(GraphicContext& graphics,
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device_features.shaderStorageImageMultisample =
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supported_features2.features.shaderStorageImageMultisample;
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device_features.shaderImageGatherExtended = VK_TRUE;
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device_features.shaderResourceMinLod = VK_TRUE;
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device_features.independentBlend = VK_TRUE;
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device_features.dualSrcBlend = VK_TRUE;
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device_features.tessellationShader = VK_TRUE;
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