Adding MSAA
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@@ -112,7 +112,7 @@ TextureBase::TextureBase(PGraphics graphics, VkImageViewType viewType,
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};
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vkGetImageMemoryRequirements2(graphics->getDevice(), &reqInfo, &requirements);
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allocation = pool->allocate(requirements, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, image);
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allocation = pool->allocate(requirements, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT | VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT, image);
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vkBindImageMemory(graphics->getDevice(), image, allocation->getHandle(), allocation->getOffset());
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}
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@@ -64,7 +64,6 @@ Window::Window(PGraphics graphics, const WindowCreateInfo &createInfo)
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, preferences(createInfo)
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, instance(graphics->getInstance())
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, swapchain(VK_NULL_HANDLE)
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, numSamples(createInfo.numSamples)
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{
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glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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GLFWwindow *handle = glfwCreateWindow(createInfo.width, createInfo.height, createInfo.title, nullptr, nullptr);
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@@ -88,7 +87,6 @@ Window::Window(PGraphics graphics, const WindowCreateInfo &createInfo)
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chooseSwapExtent();
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framebufferWidth = extent.width;
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framebufferHeight = extent.height;
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sampleFlags = createInfo.numSamples;
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createSwapChain();
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}
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