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vulkan: always use optimal image tiling.
Linear is useful for intermediate texture copy steps between the CPU and GPU, but we use buffers instead of textures for that.
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@@ -59,12 +59,12 @@ enum TextureType
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enum PixelFormatUsage
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{
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PIXELFORMATUSAGE_SAMPLE,
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PIXELFORMATUSAGE_LINEAR,
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PIXELFORMATUSAGE_RENDERTARGET,
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PIXELFORMATUSAGE_BLEND,
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PIXELFORMATUSAGE_MSAA,
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PIXELFORMATUSAGE_COMPUTEWRITE,
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PIXELFORMATUSAGE_SAMPLE, // Any sampling in shaders.
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PIXELFORMATUSAGE_LINEAR, // Linear filtering.
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PIXELFORMATUSAGE_RENDERTARGET, // Usable as a render target.
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PIXELFORMATUSAGE_BLEND, // Blend support when used as a render target.
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PIXELFORMATUSAGE_MSAA, // MSAA support when used as a render target.
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PIXELFORMATUSAGE_COMPUTEWRITE, // Writable in compute shaders via imageStore.
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PIXELFORMATUSAGE_MAX_ENUM
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};
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