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[Fix, Test] (MG_Backend, MG_Impl, MG_State): advertise the uniform-block and stencil-texturing strings a 4.0 context hides behind, forward DEPTH_STENCIL_TEXTURE_MODE to both backends, and stop a reserved transform feedback name passing for an object
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@@ -379,7 +379,11 @@ public:
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// true - a false positive merely ends the render pass, a false negative would skip a barrier.
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Bool NeedsStorageImagePreparation(MG_State::GLState::ITextureObject& texture) const;
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static VkImageAspectFlags ResolveSampledImageViewAspectMask(VkImageAspectFlags imageAspect);
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// `depthStencilTextureMode` is the texture's GL_DEPTH_STENCIL_TEXTURE_MODE; it only decides
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// anything for an image that carries both aspects. Defaulted so the call sites that have no
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// texture in hand keep the depth-aspect answer they have always given.
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static VkImageAspectFlags ResolveSampledImageViewAspectMask(VkImageAspectFlags imageAspect,
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GLenum depthStencilTextureMode = GL_DEPTH_COMPONENT);
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static VkFormat ResolveSampledImageViewFormat(VkFormat imageFormat, SamplerNumericDomain numericDomain);
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static Bool AreSampledImageViewFormatsCompatible(VkFormat imageFormat, VkFormat viewFormat);
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static Bool AreStorageImageViewFormatsCompatible(VkFormat imageFormat, VkFormat viewFormat);
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