Enable vulkan texture compression in ui
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45
lib/graphics_engine/include/ge_vulkan_features.hpp
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45
lib/graphics_engine/include/ge_vulkan_features.hpp
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#ifndef HEADER_GE_VULKAN_FEATURES_HPP
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#define HEADER_GE_VULKAN_FEATURES_HPP
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#include "vulkan_wrapper.h"
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namespace GE
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{
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class GEVulkanDriver;
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namespace GEVulkanFeatures
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{
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// ----------------------------------------------------------------------------
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void init(GEVulkanDriver*);
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// ----------------------------------------------------------------------------
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void printStats();
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// ----------------------------------------------------------------------------
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bool supportsBindTexturesAtOnce();
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// ----------------------------------------------------------------------------
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bool supportsRGBA8Blit();
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// ----------------------------------------------------------------------------
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bool supportsR8Blit();
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// ----------------------------------------------------------------------------
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bool supportsDescriptorIndexing();
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// ----------------------------------------------------------------------------
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bool supportsNonUniformIndexing();
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// ----------------------------------------------------------------------------
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bool supportsDifferentTexturePerDraw();
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// ----------------------------------------------------------------------------
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bool supportsPartiallyBound();
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// ----------------------------------------------------------------------------
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bool supportsBindMeshTexturesAtOnce();
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// ----------------------------------------------------------------------------
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bool supportsMultiDrawIndirect();
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// ----------------------------------------------------------------------------
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bool supportsBaseVertexRendering();
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// ----------------------------------------------------------------------------
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bool supportsComputeInMainQueue();
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// ----------------------------------------------------------------------------
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bool supportsS3TCBC3();
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// ----------------------------------------------------------------------------
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bool supportsASTC4x4();
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}; // GEVulkanFeatures
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}
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#endif
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