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render: support overlapping fragment depth feedback
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@@ -195,7 +195,8 @@ private:
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bool primitive_restart_enable, bool log_pipeline_phase,
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bool set_bind_debug, bool set_auto_debug);
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[[nodiscard]] RenderState AcquireRenderTargets(CommandBuffer& buffer, RenderColorInfo* colors,
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uint32_t color_count, RenderDepthInfo& depth);
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uint32_t color_count, RenderDepthInfo& depth,
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const std::optional<PreparedBindings>& pixel = std::nullopt);
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[[nodiscard]] bool ResolveColorTargets(uint64_t submit_id, CommandBuffer& buffer,
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uint32_t render_target_slice_offset);
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void BindImage(ImageId id, bool storage);
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