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shader: resolve bounded GPU material keys through sampled image arrays
Co-authored-by: TheCruZ <thecruzwtf@gmail.com>
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@@ -55,6 +55,7 @@ vk::PhysicalDeviceVulkan12Features WindowContext::RequiredVulkan12Features() noe
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features.shaderOutputViewportIndex = VK_TRUE;
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features.bufferDeviceAddress = VK_TRUE;
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features.shaderBufferInt64Atomics = VK_TRUE;
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features.shaderSampledImageArrayNonUniformIndexing = VK_TRUE;
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return features;
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}
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@@ -266,6 +267,9 @@ static void VulkanFindPhysicalDevice(vk::Instance instance, vk::SurfaceKHR surfa
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required_features12.bufferDeviceAddress);
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check_feature(features12.shaderBufferInt64Atomics, "shaderBufferInt64Atomics",
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required_features12.shaderBufferInt64Atomics);
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check_feature(features12.shaderSampledImageArrayNonUniformIndexing,
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"shaderSampledImageArrayNonUniformIndexing",
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required_features12.shaderSampledImageArrayNonUniformIndexing);
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check_feature(features13.robustImageAccess, "robustImageAccess");
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check_feature(features13.dynamicRendering, "dynamicRendering",
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required_features13.dynamicRendering);
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