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Check for shader 64-bit support before using them in tests
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@@ -363,7 +363,8 @@ void main()
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VkFormatProperties props = {};
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vkGetPhysicalDeviceFormatProperties(phys, VK_FORMAT_R64G64B64_SFLOAT, &props);
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const bool doubles = (props.bufferFeatures & VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT) != 0;
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const bool doubles =
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features.shaderFloat64 && (props.bufferFeatures & VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT) != 0;
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props = {};
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vkGetPhysicalDeviceFormatProperties(phys, VK_FORMAT_R64G64B64_SINT, &props);
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@@ -373,7 +374,7 @@ void main()
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vkGetPhysicalDeviceFormatProperties(phys, VK_FORMAT_R64G64B64_UINT, &props);
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const bool ulongs = (props.bufferFeatures & VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT) != 0;
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const bool longs = slongs && ulongs;
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const bool longs = features.shaderInt64 && slongs && ulongs;
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VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo());
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