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[TEST] debug MSAA texture missing handling
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@@ -745,6 +745,25 @@ Device::Device(VkInstance instance_, vk::PhysicalDevice physical_, VkSurfaceKHR
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vk::Check(vmaCreateAllocator(&allocator_info, &allocator));
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{
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const auto& limits = properties.properties.limits;
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LOG_INFO(Render_Vulkan, "MSAA sample count support:");
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LOG_INFO(Render_Vulkan, " framebufferColorSampleCounts: {:#x}",
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limits.framebufferColorSampleCounts);
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LOG_INFO(Render_Vulkan, " framebufferDepthSampleCounts: {:#x}",
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limits.framebufferDepthSampleCounts);
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LOG_INFO(Render_Vulkan, " framebufferStencilSampleCounts: {:#x}",
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limits.framebufferStencilSampleCounts);
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LOG_INFO(Render_Vulkan, " sampledImageColorSampleCounts: {:#x}",
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limits.sampledImageColorSampleCounts);
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LOG_INFO(Render_Vulkan, " sampledImageDepthSampleCounts: {:#x}",
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limits.sampledImageDepthSampleCounts);
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LOG_INFO(Render_Vulkan, " sampledImageIntegerSampleCounts:{:#x}",
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limits.sampledImageIntegerSampleCounts);
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LOG_INFO(Render_Vulkan, " storageImageSampleCounts: {:#x}",
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limits.storageImageSampleCounts);
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}
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// Initialize GPU logging if enabled
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InitializeGPULogging();
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}
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