spec@arb_texture_buffer_object@formats (fs- arb)@GL_ALPHA32F_ARB,Fail
spec@arb_texture_buffer_object@formats (fs- arb)@GL_ALPHA32I_EXT,Fail
spec@arb_texture_buffer_object@formats (fs- arb)@GL_ALPHA32UI_EXT,Fail
-spec@arb_texture_buffer_object@formats (fs- arb)@GL_ALPHA8,Fail
spec@arb_texture_buffer_object@formats (fs- arb)@GL_ALPHA8I_EXT,Fail
spec@arb_texture_buffer_object@formats (fs- arb)@GL_ALPHA8UI_EXT,Fail
spec@arb_texture_buffer_object@formats (fs- arb)@GL_LUMINANCE_ALPHA16F_ARB,Fail
spec@arb_texture_buffer_object@formats (vs- arb)@GL_ALPHA32F_ARB,Fail
spec@arb_texture_buffer_object@formats (vs- arb)@GL_ALPHA32I_EXT,Fail
spec@arb_texture_buffer_object@formats (vs- arb)@GL_ALPHA32UI_EXT,Fail
-spec@arb_texture_buffer_object@formats (vs- arb)@GL_ALPHA8,Fail
spec@arb_texture_buffer_object@formats (vs- arb)@GL_ALPHA8I_EXT,Fail
spec@arb_texture_buffer_object@formats (vs- arb)@GL_ALPHA8UI_EXT,Fail
spec@arb_texture_buffer_object@formats (vs- arb)@GL_LUMINANCE_ALPHA16F_ARB,Fail
.KHR_maintenance2 = true,
.KHR_maintenance3 = true,
.KHR_maintenance4 = true,
+ .KHR_maintenance5 = true,
.KHR_map_memory2 = true,
.KHR_multiview = true,
.KHR_performance_query =
/* VK_EXT_pipeline_robustness */
.pipelineRobustness = true,
+
+ /* VK_KHR_maintenance5 */
+ .maintenance5 = true,
};
/* The new DOOM and Wolfenstein games require depthBounds without
break;
}
+ case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MAINTENANCE_5_PROPERTIES_KHR: {
+ VkPhysicalDeviceMaintenance5PropertiesKHR *properties =
+ (VkPhysicalDeviceMaintenance5PropertiesKHR *)ext;
+ properties->earlyFragmentMultisampleCoverageAfterSampleCounting = false;
+ properties->earlyFragmentSampleMaskTestBeforeSampleCounting = false;
+ properties->depthStencilSwizzleOneSupport = true;
+ properties->polygonModePointSize = true;
+ properties->nonStrictSinglePixelWideLinesUseParallelogram = false;
+ properties->nonStrictWideLinesUseParallelogram = false;
+ break;
+ }
+
case VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_PROPERTIES_EXT: {
VkPhysicalDeviceMeshShaderPropertiesEXT *properties =
(VkPhysicalDeviceMeshShaderPropertiesEXT *)ext;