VN_ADD_PNEXT_EXT(feats2, SHADER_CLOCK_FEATURES_KHR, feats->shader_clock, exts->KHR_shader_clock);
/* EXT */
+ VN_ADD_PNEXT_EXT(feats2, BORDER_COLOR_SWIZZLE_FEATURES_EXT, feats->border_color_swizzle, exts->EXT_border_color_swizzle);
VN_ADD_PNEXT_EXT(feats2, CONDITIONAL_RENDERING_FEATURES_EXT, feats->conditional_rendering, exts->EXT_conditional_rendering);
VN_ADD_PNEXT_EXT(feats2, CUSTOM_BORDER_COLOR_FEATURES_EXT, feats->custom_border_color, exts->EXT_custom_border_color);
VN_ADD_PNEXT_EXT(feats2, DEPTH_CLIP_CONTROL_FEATURES_EXT, feats->depth_clip_control, exts->EXT_depth_clip_control);
.KHR_shader_clock = true,
/* EXT */
+ .EXT_border_color_swizzle = true,
.EXT_calibrated_timestamps = true,
.EXT_conditional_rendering = true,
.EXT_conservative_rasterization = true,
CASE(SHADER_CLOCK_FEATURES_KHR, shader_clock);
/* EXT */
+ CASE(BORDER_COLOR_SWIZZLE_FEATURES_EXT, border_color_swizzle);
CASE(CONDITIONAL_RENDERING_FEATURES_EXT, conditional_rendering);
CASE(CUSTOM_BORDER_COLOR_FEATURES_EXT, custom_border_color);
CASE(DEPTH_CLIP_CONTROL_FEATURES_EXT, depth_clip_control);
VkPhysicalDeviceShaderClockFeaturesKHR shader_clock;
/* EXT */
+ VkPhysicalDeviceBorderColorSwizzleFeaturesEXT border_color_swizzle;
VkPhysicalDeviceConditionalRenderingFeaturesEXT conditional_rendering;
VkPhysicalDeviceCustomBorderColorFeaturesEXT custom_border_color;
VkPhysicalDeviceDepthClipControlFeaturesEXT depth_clip_control;