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Update to latest main #1
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…ad vs DepthWrite selection is determined by the RenderPass, which is based only on the Framebuffer. Added validation tests to verify that the framebuffer depth access matches the pipeline depth-stencil state.
… errors on flushMappedMemoryRanges calls.
…rted by the GPU and their features.
…n to fix the validation layer error message about the buffer not having the right usage bits.
…he shared-specific macros. #4
…RTXMU is enabled. #2
…warnings when building with Ninja.
The Grow function is only called from allocateDescriptors, so it's safe to remove the guard here.
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