* fixed: multiple BGFX_TEXTURE_MSAA_SAMPLE attachments could not be present in a framebuffer at once (sample locations were not fixed)
I've just set the sample location as always fixed for now, although technically this can be false if only 1 msaa texture attachment is present
* fixed: framebuffer with a resolved msaa AND a sample msaa at the same time would result in an invalid framebuffer
it would try to also resolve the sample-msaa texture at the same, leading to an invalid target type
* fixed: depth attachments could not be sample-msaa
this is valid, they don't resolving
* fixed: shader error sampking msaa textures in gl
parameter duplication on texelFetch(sampler2DMS,*) led to failed shaders
* Support both X11 and Wayland in the same build.
- Works for both Vulkan and OpenGL.
- Remove --with-wayland from genie options.
- Vulkan loads all three extensions for surface creation instead of only one.
- Add width and height parameter to GlContext::createSwapChain(), which is needed for EGL to create
a SwapChain with the given window size.
- Dirty-fix the example-22-windows to recreate the FrameBuffer by first destroying and then
recreating to make sure the window is released of its swapchain.
- Fix dbgText glitch in example-22-windows.
- Remove old X11-related dependencies for GLFW3.
* Formatting.
The new Google Pixel 8 device supports maxTextureSize of 65535. The current implementation sets this value to 0 and lets crash my app. With the cast to uint32t the app works correctly again.
* Add support for remaining unsupported ASTC formats
Add new ASTC formats into pixelformats example and ninja scripts
Rebuild ASTC textures
* Update idl and generate
Move comma in pixelformats
Co-authored-by: Raziel Alphadios <raziely@gmail.com>