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Resolve depth buffer in pass if supported by driver
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@@ -421,7 +421,8 @@ 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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TEXTURE_USAGE_DEPTH_RESOLVE_ATTACHMENT_BIT = (1 << 12),
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TEXTURE_USAGE_MAX_BIT = TEXTURE_USAGE_DEPTH_RESOLVE_ATTACHMENT_BIT,
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};
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struct TextureFormat {
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@@ -970,6 +971,7 @@ public:
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SUPPORTS_BUFFER_DEVICE_ADDRESS,
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SUPPORTS_IMAGE_ATOMIC_32_BIT,
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SUPPORTS_VULKAN_MEMORY_MODEL,
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SUPPORTS_FRAMEBUFFER_DEPTH_RESOLVE,
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};
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enum SubgroupOperations {
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