WIP: Vulkan: Workbench #107886
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@ -211,5 +211,4 @@ void VKContext::bind_graphics_pipeline(const GPUPrimType prim_type,
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/** \} */
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} // namespace blender::gpu
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@ -592,7 +592,8 @@ using SRGBA8 = PixelValue<ColorSceneLinearByteEncoded4b<eAlpha::Premultiplied>>;
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using FLOAT3 = PixelValue<float3>;
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using FLOAT4 = PixelValue<ColorSceneLinear4f<eAlpha::Premultiplied>>;
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/* NOTE: Vulkan stores R11_G11_B10 in reverse component order. */
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class B10F_G11G_R11F : public PixelValue<uint32_t> {};
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class B10F_G11G_R11F : public PixelValue<uint32_t> {
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};
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class DepthComponent24 : public ComponentValue<uint32_t> {
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public:
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