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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (MG_Backend/DirectVulkan): implement multisample texture backend
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@@ -58,6 +58,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Uint32 attachmentCount = 0;
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Uint32 colorAttachmentCount = 0;
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Bool hasDepthStencilAttachment = false;
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VkSampleCountFlagBits sampleCount = VK_SAMPLE_COUNT_1_BIT;
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IntVec2 extent = {0, 0};
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Uint32 subpass = 0;
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@@ -73,6 +74,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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std::swap(attachmentCount, that.attachmentCount);
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std::swap(colorAttachmentCount, that.colorAttachmentCount);
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std::swap(hasDepthStencilAttachment, that.hasDepthStencilAttachment);
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std::swap(sampleCount, that.sampleCount);
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std::swap(extent, that.extent);
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std::swap(subpass, that.subpass);
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}
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@@ -86,6 +88,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Uint32 attachmentCount,
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Uint32 colorAttachmentCount,
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Bool hasDepthStencilAttachment,
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VkSampleCountFlagBits sampleCount,
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IntVec2 extent, int subpass):
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hash(hash),
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renderPass(renderpass),
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@@ -96,6 +99,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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attachmentCount(attachmentCount),
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colorAttachmentCount(colorAttachmentCount),
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hasDepthStencilAttachment(hasDepthStencilAttachment),
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sampleCount(sampleCount),
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extent(extent),
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subpass(subpass)
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{}
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