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https://github.com/MobileGL-Dev/MobileGL
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[Docs, Chore] (docs, tools, MobileGL, scripts, CONTRIBUTING.md, .gitignore): translate the documentation and use US spelling
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@@ -13,7 +13,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// GL shader compiler. It is WireDepthMipmap.cpp's pass with the box filter taken out and a
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// sample index put in.
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//
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// WHY THIS FILE EXISTS. vkCmdResolveImage is COLOUR ONLY. The one way Vulkan resolves a depth
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// WHY THIS FILE EXISTS. vkCmdResolveImage is COLOR ONLY. The one way Vulkan resolves a depth
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// or stencil aspect without a shader is a render pass with a depth/stencil resolve attachment,
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// which needs VK_KHR_create_renderpass2 and VK_KHR_depth_stencil_resolve - and until this
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// package a device without either killed the session at
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@@ -138,7 +138,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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VkFramebuffer framebuffer = VK_NULL_HANDLE;
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VK_VERIFY(vkCreateFramebuffer(m_device, &framebufferInfo, nullptr, &framebuffer));
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// Each in-flight pass owns its descriptor set, for the colour blit's reason: updating a
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// Each in-flight pass owns its descriptor set, for the color blit's reason: updating a
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// cached set would rewrite the source view of an older queued pass.
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VkDescriptorPool descriptorPool = VK_NULL_HANDLE;
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VkDescriptorSet descriptorSet = VK_NULL_HANDLE;
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